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cchargin 11-24-2005 12:59 PM

Animations cracked!
Hello all,

The mysterious rotations are no longer mysterious!

Thanks to JdNoa who figured out that the rotations are compressed quaternions AND how to uncompress them!

JdNoa sent me a patch to MDLOps and I tried it out on the infamous rancor model. For the first time in gmax I saw the rancor walking about, not scrunched up in a little ball!

JdNoa, you ROCK! :rock:

I just got the patch yesterday, so there is still a bit of work to do to get the rest of my code ready. So don't expect a new MDLOps in a few days. I just wanted to let everyone know that animations are on their way.

Oh, and I will be needing testers... If you are a person that isn't afraid of crashing Kotor (and perhaps your system), PM me.

Achilles 11-24-2005 01:03 PM


Nuff said.

90SK 11-24-2005 01:19 PM

I think Achilles summed it up right there.

Fantastic news! This'll open up possibilities beyond control for the KotOR series. Keep us posted as you continue to test it out! :D

Command3r 11-24-2005 01:51 PM


Holy shimaleans..........

I mean seriously this is a breakthrough.

Doc Valentine 11-24-2005 02:04 PM


Im speachless



Okay now you bbbreak ttthat module format you crazy man you!

Thanks cchargin for doin all of this, really shows you a good hearted man doing this for the community..

And mr JdNoa whoever you are, you deserve a heroe's welcome as well.

JdNoa 11-24-2005 02:25 PM


Originally Posted by Gsccc
And mr JdNoa whoever you are, you deserve a heroe's welcome as well.

Glad I could help with the most nifty mdlops. I enjoy figuring out data formats, actually. :)

(btw, that'd be Ms. JdNoa, thx.)
(edit: or JdNoa will do... I just meant I'd rather not be called Mr.! Heh.)

Doc Valentine 11-24-2005 02:28 PM

GOOOOO! Im SO sorry, you really cant tell online these days.

I know my cousin casey would have chainsawed me had i had made that mistake with her, my deepest appologiez(dont even tell me how to spell that)

let me rephrase then...

And Ms. JdNoa whoever you are, you deserve a HEROINE's welcome as well.

Achilles 11-24-2005 02:28 PM

^^^^ *pokes GSCCC and agrees with JdNoa*

Looks like someone hasn't been paying much attention to the audio updates :xp:. The female voice should have been a dead give away.

Kudos to all involved!

T7nowhere 11-24-2005 02:45 PM

This is great news, you can count me in for testing. :)

Mono_Giganto 11-24-2005 02:54 PM

I heart you.

Doc Valentine 11-24-2005 02:55 PM



Better do some brushing up. Eh Achillies? :p

Pavlos 11-24-2005 02:59 PM

Wow! YAY! YAY! And so forth. This is great! I can smell new animations (Odd that really isn't it? I never ealised I had that skill)

Bob Lion54 11-24-2005 03:01 PM


You two ROCK!!

I thought this would never happen. I can't wait to see what comes of it!


Ranis Hull 11-24-2005 03:16 PM

oh you guys.!!!.!!.! yall rawk!!!! but seriously, yall get on that module code now.

Archon II 11-24-2005 03:23 PM

Impressed Statement: It seems as if the organic meatbags have cracked the code concerning animations.

::HK-47 Bows Before You All::

Query: What will such talented and loving meatbags think of next?

Query: Lightmaps perhaps Masters? My motivators are giddy at the very notion!

Edit: I can test some too. Now finally my walking Gizka animated.gif may come true! But yes, having a squished Gizka in 3ds Max isn't all that useful.

svösh 11-24-2005 03:24 PM

Ms. JdNoa , and Chuck you both rock :guitar2 !!!

Count me in for testing ;) this is fantastic news


Doom_Dealer 11-24-2005 04:57 PM

heh, just browsing these forums for the first time in months and see this

good going guys :)

Jackel 11-24-2005 05:12 PM


Originally Posted by Achilles

Nuff said.

What he said. But with !!!!11!!oneone!!!eleven!!1! added on the end for added effect.

And a huge welcome to Ms. JdNoa the boards new heroine.

Pavlos 11-24-2005 05:15 PM

So what exactly will be possible when creating animations. Obviously the engine has constraints but how far do they limit animation use?

90SK 11-24-2005 06:01 PM

Yeah, I'm curious about that too. Does this mean new player model support?

Archon II 11-24-2005 06:11 PM

I think so. Now we can use the animations of previous characters and give them to new ones. So, we can have melee weapon weilding droids and etc. I think.

Bob Lion54 11-24-2005 06:51 PM

Many people have complained about the way the Female charactors run.

Maybe that could be the first test?

Doc Valentine 11-24-2005 06:51 PM

Not only that but it will also lead to the eventual cracking of Modules, Animations are a big part of out door modules, IE trees moving in the wind, waterfalls. Also Machinery, turbines. It will happen eventually guys. Dont know about you but I can do with this for a while :)

Seriously though, what the heck are audio updates?!? :D

JdNoa 11-24-2005 07:36 PM


Originally Posted by Gsccc
Seriously though, what the heck are audio updates?!? :D

Completely unrelated to this, so nothing to worry about. :) We recorded voice updates a while back for TSLRP (Sith Lords Restoration Project), which is the mod project I spend much of my free time working on.

Emperor Devon 11-24-2005 08:00 PM

Awesome! I'd be happy to do any testing.

Jeff 11-24-2005 09:53 PM

Wow. I never thought that animations would ever be figured out. Great job both of you :)

RedHawke 11-24-2005 10:30 PM


Originally Posted by Achilles

Nuff said.

Quoted for emphasis...

Thanks to everyone involved... I'm all giddy with excitement. :D

bneezy 11-24-2005 10:51 PM

You know, this is why I still check in on this forum occasionally.

Yay, Chuck and JdNoa!

Count me in for testing if you could.

90SK 11-24-2005 10:53 PM

Hey, long time no see, bneezy. Good to see you're still around. :)

LoneFerret 11-24-2005 11:44 PM

You can count me in as a tester also...
Good job!


deathdisco 11-25-2005 12:19 AM

WOOT! No more starchy cape. Can't wait to see a new Revan model posted on You guys rock. Good job:):):)

Darth_Pavel 11-25-2005 12:41 AM

One word: SWEET!!! :D

Keep up the good work Ms. JdNoa! :thumbs1:


Originally Posted by Achilles
Nuff said.

Clone L68362 11-25-2005 01:39 AM

Wow. Might as well hld up on my awesome modded-up KOTOR game so I don't have to use starchy Revan robes now. I applaud you two.

Darkkender 11-25-2005 11:20 AM

This is great news Chuck.

Darth InSidious 11-25-2005 02:08 PM

(releases 3000 killer sheep on an unsuspecting planet)
Yay! :D:D:D:D:D:D:D:D:D

Now....where're those spare Crosses of Glory....?

The_Maker 11-25-2005 04:09 PM

Holy Shiza...

The day of reckoning has come! :xp:
This is wonderful news man, and JdNoa, you deserve a LOT of respect from now on. :D

/me waits eagerly for a mod to truly put this information to work.

Fred Tetra 11-25-2005 08:29 PM

*** WARNING - Technical discussion ahead! - WARNING ***

So which controller type(s) (number codes) do we know how to interpret now?

Also, which Perl revision are you using to build MDLOps; 5.6.x, 5.8.4, 5.8.7, etc? I get a strange runtime error when I build it against the 5.6.x release; Perl tells me it doesn't like the '[' type in the GeoHeader template, as in Z[32]. (I am using the Perl Dev Kit 6.0 w/PerlApp to build the .exe).

J3d1W4rr10r 11-25-2005 08:46 PM

Woohoo!! Best news I've heard in awhile, good job CChargin and JdNoa thanks a ton for always opening new doors for us..:)

REDJOHNNYMIKE 11-25-2005 11:53 PM

Sooo, in dumb guy terms this means we can move models any way we want?
If so...:cool:

hmmm, maybe I'd better go warn Bastila about all the new stuff she's going to be doing in E-Mail only mods XP

cchargin 11-26-2005 12:59 AM

Hello all,


Does this mean new player model support?
Well... We still have a problem with skin mesh. I don't know how to compile the bone weights for the .mdx. So, a brand new skin mesh body is most likely a no (for now). But changing character animations should be possible since the animations are stored outside the body models. However, completely new droids will most likely be a possibility, as well as droid melee animations!


So which controller type(s) (number codes) do we know how to interpret now?
Still not that many, and pretty much only for meshes/animations.


Also, which Perl revision are you using to build MDLOps
I am currently using Activestate Perl 5.8.6 build 811 and Activestate Perl Dev Kit 6.0 with PerlApp 6.0.0 build 117102.


this means we can move models any way we want?
Well, within the limits of the game of course. I don't know if it is possible to add a completely new animation and have the game use it. We will have to see if it is possible for scripts and feats to access new animations. If we can't then we will be stuck with replacing original animations with new ones.


releases 3000 killer sheep on an unsuspecting planet

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