6740e9dada243

6740e9dadb37a
3 Guests are here.
 
6740e9dadbcda
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.

6740e9dadbe42voodoo47

6740e9dadbe9d
I'm starting to think Blutch intentionally broke the joints to circumvent the issue.

6740e9dadc368RocketMan

6740e9dadc3c7
...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.

6740e9dadc4a5RocketMan

6740e9dadc4f5
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 »

6740e9dadc587voodoo47

6740e9dadc5d3
I think it's ready - Reb4 incoming later today.
« Last Edit: 28. July 2015, 20:42:16 by voodoo47 »

6740e9dadc68fSystem Shocked

6740e9dadc6da
WooHoo ! ! !   :thumb:

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

6740e9dadc79dvoodoo47

6740e9dadc7f6
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.

6740e9dadc8bbRocketMan

6740e9dadc90a
If only I knew how to do it.  Trial and error I suppose.  Normally I get errors when I start moving or deleting things.
6740e9dadc9ea
Just move the limit the planes so that the feet are not included anymore and instead belong to the legs

6740e9dadcae5RocketMan

6740e9dadcb30
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.
6740e9dadcc21
Planes disappear upon creating a model.
The bin file simply groups vertexes to the encapsulated areas.

6740e9dadccd0voodoo47

6740e9dadcd1b
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.

6740e9dadce34RocketMan

6740e9dadce7f
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

6740e9dadcf13System Shocked

6740e9dadcf5e
At a boy, RocketMan . . . . . . most everyone likes icing on their cake.  ;)
6740e9dadd06a
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.

6740e9dadd11cRocketMan

6740e9dadd167
Holy fucking Batman!!

6740e9dadd22cRocketMan

6740e9dadd278
Those planes were NOT cooperative.

DELETED!!!

6740e9dadd348voodoo47

6740e9dadd394
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.

6740e9dadd41dRocketMan

6740e9dadd46c
Shit... if i still have them.  Lemme check.

6740e9dadd4f5voodoo47

6740e9dadd543
they are in the public Rebirth04 pack.
6740e9dadd635
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.

6740e9dadd6d3RocketMan

6740e9dadd721
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:

System Shock takes place on a space station named ...:
3 Guests are here.
You guys got mad skills, I just got mad
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6740e9dade54a