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Halo: master chief animated model

01-25-2006, 04:06 PM#1
3dmaxhy
this is my new work.there is a problem in joint,but i can fix it later.
any 1 interesting in halo??
http://202.202.240.251/storage/3dmaxhy/spartan-117.avi
if this link doesn't work,download the file from here
http://d.turboupload.com/d/308360/spartan-117.avi.html
01-25-2006, 04:58 PM#2
TDR
You have to select the mesh bits and check "connected" in the user property editor for the joints to be connected, you know. The animation is good, but is the model a rip? If not the model, I bet that the skin is. I hate people who do things like that.
01-27-2006, 10:26 AM#3
3dmaxhy
Quote:
Originally Posted by TDR
You have to select the mesh bits and check "connected" in the user property editor for the joints to be connected, you know. The animation is good, but is the model a rip? If not the model, I bet that the skin is. I hate people who do things like that.
yes,there were some mistakes,but i fix them now.see the new video clip,u will find the change.
http://d.turboupload.com/d/313852/sp...ideo2.avi.html
01-27-2006, 10:58 AM#4
TDR
A very fine animation, but I want to see some of your own stuff. And by that I'm refering to original models, not copies.
01-27-2006, 12:32 PM#5
3dmaxhy
as u say,the model is exported from halo2,and the animation is a captured motion file,i find a way to use character studio skeleton on war3arttools.this is useful for me.

this is my old work(2 years ago):

another work about war3mod(princess mononoke)

all of these were done by myself.u can see i'm not good at texture.
01-27-2006, 04:16 PM#6
MaD[Lion]
using animation from character studio in art tool isnt hard, because character studio create animation keys for all the bones, and as long as there are keys art tool will support tat, its like 1 year ago i successfully export an animated model using reator dynamic into wc3.
01-27-2006, 06:03 PM#7
TDR
MaD[Lion], how the heck did you export reactor dynamics into wc3? I fried my ass out last summer figuring out how to make a piece of cloth (flag) work in wc3.

Nice model, 3dmaxhy, although there's too much fallof on the materials.
01-27-2006, 07:09 PM#8
3dmaxhy
Quote:
Originally Posted by MaD[Lion]
using animation from character studio in art tool isnt hard, because character studio create animation keys for all the bones, and as long as there are keys art tool will support tat, its like 1 year ago i successfully export an animated model using reator dynamic into wc3.
i used snapshot.this tool can transform cs's controler to max standard controler,but war3arttools can't support cs's skeleton.if u export animation to war3arttool directly,some errors will occur(arttool only support TCB controler and the cs's skeleton has it's own controler?).i am so puzzle that how u did that?can tell me how export animation from cs to arttool directly in detail?thx!!!!
01-28-2006, 12:53 PM#9
Cookie
Quote:
Originally Posted by MaD[Lion]
using animation from character studio in art tool isnt hard, because character studio create animation keys for all the bones, and as long as there are keys art tool will support tat, its like 1 year ago i successfully export an animated model using reator dynamic into wc3.

I remember that piece of cloth max scene you sent, it was pretty nice aye. Any time soon you would actually upload the information about it?
02-01-2006, 07:29 AM#10
Izualizm
Xinye's here. This thing confuses me. So it is possible to import animation created by CS to your war3 models?

BUMP.
02-01-2006, 11:05 AM#11
TDR
...that's what they said a lot of times in this thread.
02-01-2006, 02:46 PM#12
MaD[Lion]
to release my secret: it's not an easy task, require lots of work and therefore i never made anything big with it :P

Ridgid body can be exported with art tools, since tat's a dynamic animation for position and rotates, not vertice animation(like cloth, cus art tools doesnt support vertice animation). So if u make 1 ridgidbody for 1 polygon of ur cloth and connect them together, then you got a ridgid animation which looks like cloth.

Cloth is just like ridgidbody, but the different is tat a cloth object oesnt have it's polygon hard connected, so they can freely stretch and rotate relative to eachother, so if u make 1 ridigbody object as each polygon, then u got a cloth.

In my simulation 1 year ago i made a cloth with 3x3 polygons, which means 9 ridgid bodies and 12 connectors to connect them together, so i had to make 21 objects and set their properties to make a 9 polygon cloth, now u see why i never make anything big from tat.
There is a solution to those who are good with 3dsmax, if u can make a script which create this for you then that would be great :)
02-01-2006, 03:24 PM#13
TDR
Quote:
Originally Posted by MaD[Lion]
There is a solution to those who are good with 3dsmax, if u can make a script which create this for you then that would be great :)
BlinkBoy, where are you?
02-01-2006, 03:45 PM#14
MaD[Lion]
Btw if someone is gonna make a script then this is how i think it should work:

It take a plane, split the polygons, add ridgidbody modifier (with properties set tru script interface, like mass and friction), add to a ridgid group (can be created automatically), then create connectors (with properties set tru script interface, like elasticity), then connect them together. This is how i really like it to work :)

oki, guys gimme some nice rep since i released the info ^^
02-01-2006, 05:37 PM#15
3dmaxhy
Quote:
Originally Posted by 3dmaxhy
i used snapshot.this tool can transform cs's controler to max standard controler,but war3arttools can't support cs's skeleton.if u export animation to war3arttool directly,some errors will occur(arttool only support TCB controler and the cs's skeleton has it's own controler?).i am so puzzle that how u did that?can tell me how export animation from cs to arttool directly in detail?thx!!!!

i really want to know the solution.help me.

Quote:
Originally Posted by Izualizm
Xinye's here. This thing confuses me. So it is possible to import animation created by CS to your war3 models?

BUMP.

i am glad to see u here