View Full Version : Seek advice for Penny Arcade MOD
07-17-2003, 06:50 AM
I haven't been here in a long time but now I'm back starting with JK2 MODding. Laste year I made a Padme Amidala model, took a break from JK2 and have just started with w new JK2 MOD called Cardboard Tube Showdown (http://www.obeythetube.com).
At this momenmt I see that we have 1 main problem that I don't know how to solve and I was hoping that anybody here does know how to.
The Penny Arcade characters have a little bit of a different body compared to humans. The main difference is that they don't have clavicle bones. Now from what I remember from my previouse JK2 editing is that you cannot change the skeleton at all.
Since I have been out of the JK2 editing loop for almost a year I don't know what the status is of changing the skeleton, custom animations and such.
Any advice that you can give me is mucn appreciated!
ps...I am still looking for an experienced modeller & skinmapper for the MOD team. And also somebody with JK2 mod experience to be sort of a "technical advisor" to help us out with these kind of questions/problems that we have.
There are a lot of modelers here who probably know a better answer to this, but can't you just not weight the bones you don't want to use? Maybe this will result in some deformities, but I know there are a few models out there that have gotten around the skeleton issue (sebulba...I think that's the name of one).
Anyway, that is a great looking mod/campaign. Very original.
07-18-2003, 02:37 AM
Could I join the team as a beta tester?
Looks promising, BTW.
Custom animations: at this time, not possible (refer to GLAMerge fiasco)
Scaling of individual bones: I do not remember that being possible via code, perhaps weighting does work, but I am not an animator, so I can't tell you exactly.
07-18-2003, 12:57 PM
ASk, I thought you would have known by now that custom animations are possible ;) we just don't have a clean, easy, and fun way to do them at this moment.
I'm writing an animation program, but it's not nearly done, it's had a lot of progress, but I'm still a long ways off from finishing.
I looked up your website and I think it's a great mod idea, I'm glad Gabe is behind it, but I do worry about fitting your models around the humanoid skeleton, or making your own models' animations.
I wouldn't shy away from making your own animations, it adds to the slickness of the effect, but you might also want to target JA as your mods platform, or perhaps you should make an ernest attempt at fitting a PA model to the existing skeleton, it should 'kind of' fit.
Worst case, recreate the _humanoid skeleton in your PA models proportions, I have been working on ripping animations from the JK2 _humanoid.gla to a format I can work with, soon enough I'll be able to rip them to the correct position finding format, and rebase them (apply them to a similar skeleton, such as your new _humanoid)
However, documentation on my tools is very ... non-existant. Why? Because I'm the only one who uses them (they are not very user-friendly atm) and my reasons for making this tool are my own, but I have a lotta help from peeps at #jk2coding on quakenet.
07-19-2003, 05:58 AM
Thanks for the feedback!
I just merged the skeleton with the Gabe model to see better if it can work (had to rotate the arm bone a bit but it's just a test).
And it's not that bad I think. I need to change the model a bit like give it little bit more shoulders and raize fly/zipper of the pants. That besides alligning the whole model with the skeleton like the hands and legs.
I really want to avoid making our own animations and use the ones from either Outcast or Academy. It saves a whole lotta time too.
Rather Academy though....
From unofficial JA FAQ:
Q. Are there any new lightsaber stances?
A. Yes. New moves have been implemented for single-saber combat, and both the Dual Sabers and Lightstaff will have their own stances. You will be able to kick in any direction when using the lightstaff.
If the editing tools won't be released too long after the game itself than I don't see a problem not to make the MOD for Academy.
07-19-2003, 03:47 PM
Here's an advice, DO NOT move any bones out of place, if you do, you will see some tearing and weird mesh deformation.
Move the MESH around the skeleton not the other way around.
I think this character could work with the default skeleton.
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