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#851
Adela

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I understand that yes.

 

Theres a problem with that

Spoiler

 

So black is solas head rigged to elven skeleton

Red is custom mesh i want to rig

So i want to have vertices on the seam line of my custom mesh to be weighted in the same way as solas head, some vertices in the head mesh seam line weight 1.001 but max weight singe vertice can have is 1.000 so i cant simply copy weight values on the custom mesh.

I am wondering how do i rig the mesh so there's no gap on the seam line when animated?

you could weld the neckline  vertexes of the new mesh to Solas head mesh and then weight it manually to just 1.0  the only modifier that allows you to weight to a higher value then 1.0 is physique... that's  what i was saying earlier  that im gonna try to convert the meshes/weights  to physique modifier  and rig what i have to rig and then convert it back to skin



#852
FFZero

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Another quick and cheaty way you could do it is by adding another string for his necklace around the seam area so any weird distortions when animating would be covered up. 



#853
Adela

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just to add to what i said Kiitosu,  the image u just showed   is that 1 vertex is weighted to different bones such as spine, neck, neck1 and  right shoulder and the total of all the bones showed  is 1.001  you can still copy/pasted the values   using ur screen shots onto  the vertex of your mesh and set the values to each bone  showed in the screenshot and the seam wouldn't be as visible if its aligned correctly and weighted the same as Solas's head

 

its a tedious process.. but it will get you where you want to go just go vertex by vertex, see what the values are on each vertex of Sola's head and then copy the values from each bones to your custom mesh



#854
Kiitosu

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just to add to what i said Kiitosu,  the image u just showed   is that 1 vertex is weighted to different bones such as spine, neck, neck1 and  right shoulder and the total of all the bones showed  is 1.001  you can still copy/pasted the values   using ur screen shots onto  the vertex of your mesh and set the values to each bone  showed in the screenshot and the seam wouldn't be as visible if its aligned correctly and weighted the same as Solas's head

 

its a tedious process.. but it will get you where you want to go just go vertex by vertex, see what the values are on each vertex of Sola's head and then copy the values from each bones to your custom mesh

Yes,thank you :) athat's how i plan to do that, but since i use skin modifier and when i am trying to copy past values it restricts weight to 1.000 and i dont know if that difference of 0.001 will be noticable in game lol  :huh:

Will check later.

Trying to find male human skeleton, seems like it's hiding very well.



#855
Adela

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Yes,thank you :) athat's how i plan to do that, but since i use skin modifier and when i am trying to copy past values it restricts weight to 1.000 and i dont know if that difference of 0.001 will be noticable in game lol  :huh:

Will check later.

Trying to find male human skeleton, seems like it's hiding very well.

just try to put it either on Normal or Rigid i cant remember witch one allows u to change it  on skin, i cant remember if it literally  allow you to paste it i think you will just have to type the value  in manually... but yea im just trying to find the female skeleton do u know where its at?



#856
Kiitosu

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just try to put it either on Normal or Rigid i cant remember witch one allows u to change it  on skin, i cant remember if it literally  allow you to paste it i think you will just have to type the value  in manually... but yea im just trying to find the female skeleton do u know where its at?

It is in chargen.sb 

Spoiler



#857
GianniAgn

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Hmm.. if we editing hex code, why we can swap textures, but cant swap meshes?

 

A=What about textures, any1 trying it? white viviene or blue eyed blonde josephine  :lol:



#858
just nothing

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Hmm.. if we editing hex code, why we can swap textures, but cant swap meshes?

 

A=What about textures, any1 trying it? white viviene or blue eyed blonde josephine  :lol:

 

ew.



#859
Adela

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 white viviene or blue eyed blonde josephine  :lol:

.. not a chance in hell ! They are staying as the color they are (hair and skin and eyes)



#860
FFZero

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white viviene or blue eyed blonde josephine  :lol:

 

StenNo.png



#861
Mr.House

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Sadly we'll see white Vivie mods, it happen with Isabela, it will happen for her. It's disgusting but oh well.



#862
JujuBindweed

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.. not a chance in hell ! They are staying as the color they are (hair and skin and eyes)

 

 

ah come on :D would be nice....for a bit change...after playing a while :P



#863
FFZero

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ah come on :D would be nice....for a bit change...after playing a while :P

Honestly I'm not sure if you're joking or not...but I'm pretty sure the answer from me and a lot of people here will still be no. 



#864
Adela

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Sadly we'll see white Vivie mods, it happen with Isabela, it will happen for her. It's disgusting but oh well.

 

sigh.... im sure we will............. <_<  <_<  <_<  <_<  really really sad tho.. i like them just the way they are

ah come on :D would be nice....for a bit change...after playing a while :P

putting makeup on or giving length/ different hairstyle on a person  is one thing.. but changing their skin color  and eyes to fit the typical "white person" is soo wrong on SOOO MANY DIFFERENT LEVELS... just.. NO  not form me at least



#865
Kiitosu

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Thanks for bringing Update Rev 40 : EBX-to-XML dumper in Bundle Explorer

 

Easier to find skeletons now lol.

 

Found something interesting.

 

ByvNoP5.png



#866
Adela

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Thanks for bringing Update Rev 40 : EBX-to-XML dumper in Bundle Explorer

 

Easier to find skeletons now lol.

 

Found something interesting.

 

ByvNoP5.png

OMFG IT HAS IK CONTROLS SWEEET!!!!!!!!!!!!!

 

Edit wait is this what i think it is? Is it part of animation/skeleton or is it something different?

 

Edit 2 oh nvm this is just to read ebx/xml files  animations... by the title of it tho it seems to be  combat animations for classes and races? 

 

Its still a pretty neat progress tho kudos to wogoodes for managing to do so ;)



#867
JujuBindweed

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Don't understand me Wrong :o really....

ALL the Characters, in DA:I are PRETTY for me, in my Eyes ... It's just so damn stupid for me to tell how I mean things. Stupid English ;-)

Things for a Change, I mean... that you can look at something and say, WOW nice, again something new! :-)



#868
Kiitosu

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OMFG IT HAS IK CONTROLS SWEEET!!!!!!!!!!!!!

 

Edit wait is this what i think it is? Is it part of animation/skeleton or is it something different? 

It's located under da3\animation\ik, so, yes, it seems to  be IK control.



#869
FFZero

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Don't understand me Wrong :o really....

ALL the Characters, in DA:I are PRETTY for me, in my Eyes ... It's just so damn stupid for me to tell how I mean things. Stupid English ;-)

Things for a Change, I mean... that you can look at something and say, WOW nice, again something new! :-)

 

You can make someone look 'different' and 'new' without changing something as important as their hair, skin and eye colour.



#870
ricco19

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Don't understand me Wrong :o really....

ALL the Characters, in DA:I are PRETTY for me, in my Eyes ... It's just so damn stupid for me to tell how I mean things. Stupid English ;-)

Things for a Change, I mean... that you can look at something and say, WOW nice, again something new! :-)

 

Physical appearance preferences are completely subjective and some people get super sensitive about it. I see no issue with changing the skin/hair/eye color of fake characters in a video game, even if it's because you dont find them attractive before hand. Either way, no worries. Probably shouldn't derail this topic into something silly.



#871
Adela

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It's located under da3\animation\ik, so, yes, it seems to  be IK control.

is this just to read ebx/xml files  animations only? By the title of it tho it seems to be  combat animations for classes and races/gender? 



#872
Kiitosu

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is this just to read ebx/xml files  animations only? By the title of it tho it seems to be  combat animations for classes and races? 

can be true as well, iunno :(

 

found another something- something my brain can't understand 

 

BSbAGaF.png

=============================================

zsEUpic.png



#873
Adela

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Physical appearance preferences are completely subjective and some people get super sensitive about it. I see no issue with changing the skin/hair/eye color of fake characters in a video game, even if it's because you dont find them attractive before hand. Either way, no worries. Probably shouldn't derail this topic into something silly.

its not about  the fake characters .... its about  the messed up things that racists cant even accept  a character for who they are even in a game.. that's whats fuked up about it, that's why  many ppl are raging..... its just freaking wrong

 

as i said makeup and hairstyles is one thing but the ladder .. is... just...... yea i think im gonna end this discussion here 



#874
Ehamloptiran

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Thanks for bringing Update Rev 40 : EBX-to-XML dumper in Bundle Explorer

 

Easier to find skeletons now lol.

 

Found something interesting.

 

ByvNoP5.png

 

These aren't the actual IK controls themselves, they are parameters that are fed into the IK controls under specific set of circumstances. All IK controls are stored in the *.ant files along side the animations. Still indecipherable at this time.

 

can be true as well, iunno :(

 

found another something- something my brain can't understand 

 

BSbAGaF.png

=============================================

zsEUpic.png

 

The second list here are animation types that are pulled from the *.ant files so that they can be referenced in other EBX files, they are pretty much just pointers, they hold no valuable information themselves



#875
Adela

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can be true as well, iunno :(

 

found another something- something my brain can't understand 

 

BSbAGaF.png

=============================================

zsEUpic.png

yea the 1st screenshot looks to be animations for the arms, hips and idle stance animations 

 

second screenshot for the additive animation :

Additive animations are calculated by subtracting two animations with each other, and is stored as the difference between the two. Additive animations are not really usable by themselves, as it needs to be added to another animation in order for it to work. The idea behind using additive animation, is to find additive poses that can be applied to multiple animations. This reduces the overall number of animations needed for each state. For example a weapon reload animation could be made additive. Now it could be added on top of an idle animation, a walk animation set (forward, back, left and right), and running. So instead of doing a reload while walking forward animation, and all the other combinations, a reload additive is made instead, and added on top of walk forward, run backwards, and so on.

 

charge might be the  combat animation when they see an enemy

 

idle animation is pretty self explanatory

 

physics drive animation i think its for the cloth simulations

 

regular animations i think its pretty much idle