67b512d71d960

67b512d721a0b
19 Guests are here.
 
67b512d7221d6
In almost all the animations the ankles are animated in a way that the foot is bend downwards. Kinda like standing on your toes.
It's not that apparent for the low poly meshes, but becomes very apparent for high poly meshes.

Generally all the animations which are created through motion capturing haven't been cleaned properly, or at all. So there are a lot of glitches in them.

67b512d7222eavoodoo47

67b512d72233d
I'm starting to think Blutch intentionally broke the joints to circumvent the issue.

67b512d722768RocketMan

67b512d7227c0
...and it's why I did the bent foot thing (which I moderated considerably in this rev).  I'll fix the pipe and see if I can clean up the feet a  bit.

67b512d722893RocketMan

67b512d7228e8
Should be fixed now...

The pipe had an unwelded vert.  Not sure how it got there if it wasn't there before unless I caused it to be there... odd.
[grunt_p.bin expired]
[grunt_p.cal expired]
« Last Edit: 05. September 2015, 08:30:28 by Kolya »

67b512d722985voodoo47

67b512d7229d6
I think it's ready - Reb4 incoming later today.
« Last Edit: 28. July 2015, 20:42:16 by voodoo47 »

67b512d722a99System Shocked

67b512d722ae9
WooHoo ! ! !   :thumb:

. . . . . aaannnnddddd, what else . . . . . hmmmmmm ?
« Last Edit: 28. July 2015, 17:33:02 by System Shocked »

67b512d722ba9voodoo47

67b512d722bf9
would it be possible to lock the ankles again? I know that breaking stuff to fix things is not the best idea ever, but some of those motions are just crap, and no amount of fine tuning will fix that. gotta agree with Blutch on this one, the ankles are better off rigid.

67b512d722cb0RocketMan

67b512d722d00
If only I knew how to do it.  Trial and error I suppose.  Normally I get errors when I start moving or deleting things.
67b512d722deb
Just move the limit the planes so that the feet are not included anymore and instead belong to the legs

67b512d722eebRocketMan

67b512d722f3c
Yeah, that's what Blutch clearly did with the grenade hybrid arm (the one that's gimpy).  The planes were off in space, encapsulating nothing.  However, at times he also deleted planes, like with the neck.  I don't pretend to understand the rhyme or reason behind it but it seemed to function when he did it.  I don't think I'm gonna risk deleting anything.  I can move the planes down into the floor and HOPEFULLY that doesn't cause DARK to go haywire because moving arm planes is one thing... they still exist in the playable space.  Moving planes into the solid matter of the floor may be quite another.  Just speculation but I gotta throw it out there all the same.
67b512d72302d
Planes disappear upon creating a model.
The bin file simply groups vertexes to the encapsulated areas.

67b512d7230d8voodoo47

67b512d72312a
sounds like a lot of work - I'm certainly not stopping you if you want to experiment, but consider this (unlike the previous fixes) non-critical, it would be just icing on the cake.

67b512d723e6cRocketMan

67b512d724031
Well, according to what Olfred's saying, the planes are just a crude user GUI tool to visually define stretchy areas and rigid areas based on vert location with respect to the planes... and then they apparently cease to exist or have any purpose after that's been accomplished, so there is no physical entity in the game world where the planes used to be, to worry about collisions or whatever.  If that's true, then I can move the planes into the floor and see what happens.  It should make the entire leg and foot 1 solid piece.  I dunno what that's going to do to the toes during death or walking sequences but you've seen a lot more of that than I have so if you think it'll help, I'll do it.  The other thing I have yet to experiment with is what happens when the joint box is no longer between the limit planes for the same joint.  Guess I'll find out.
Acknowledged by 2 members: Olfred, voodoo47

67b512d72418fSystem Shocked

67b512d7241fc
At a boy, RocketMan . . . . . . most everyone likes icing on their cake.  ;)
67b512d724501
If I remember correctly you need to move the box between the limit planes as well.
Now so the bones don't extend all the way out of the model you could move them behind the ankles just outside of the model. Then rotate the limit planes by .... dunno 75% degree so the area is somewhere behind the model and doesn't cut into anything.

67b512d7247cfRocketMan

67b512d724d20
Holy fucking Batman!!

67b512d724e56RocketMan

67b512d724eb6
Those planes were NOT cooperative.

DELETED!!!

67b512d724fa7voodoo47

67b512d724ffd
yep, the ankles are rigid again, resulting in much less weirdness happening. would recommend the same treatment for the last version of midwife and shotgun guy.

67b512d725094RocketMan

67b512d7250f2
Shit... if i still have them.  Lemme check.

67b512d725186voodoo47

67b512d7251d7
they are in the public Rebirth04 pack.
67b512d7252cc
Just as a little advise. It's always good to also upload the source files. If for some reason you aren't here anymore and as personal backup.

67b512d725370RocketMan

67b512d7253c0
Voodoo:  I meant the max files.  Can't do anything with the bins.

Olfred:  YES.  I have to start doing that.
Acknowledged by: voodoo47

Your name:
This box must be left blank:

Name the company that developed System Shock 2:
19 Guests are here.
Wake up, life's not that simple.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
67b512d72a343