6740e898c147b

6740e898c2384
8 Guests are here.
 
6740e898c2ca1
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.

6740e898c2deavoodoo47

6740e898c2e3e
I'm starting to think Blutch intentionally broke the joints to circumvent the issue.

6740e898c3298RocketMan

6740e898c32eb
...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.

6740e898c33aaRocketMan

6740e898c33f7
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 »

6740e898c3488voodoo47

6740e898c34d7
I think it's ready - Reb4 incoming later today.
« Last Edit: 28. July 2015, 20:42:16 by voodoo47 »

6740e898c35b9System Shocked

6740e898c360b
WooHoo ! ! !   :thumb:

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

6740e898c36d9voodoo47

6740e898c3730
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.

6740e898c37e6RocketMan

6740e898c3836
If only I knew how to do it.  Trial and error I suppose.  Normally I get errors when I start moving or deleting things.
6740e898c391a
Just move the limit the planes so that the feet are not included anymore and instead belong to the legs

6740e898c3a10RocketMan

6740e898c3a5b
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.
6740e898c3b38
Planes disappear upon creating a model.
The bin file simply groups vertexes to the encapsulated areas.

6740e898c3bd6voodoo47

6740e898c3c20
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.

6740e898c3d34RocketMan

6740e898c3d7f
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

6740e898c3e28System Shocked

6740e898c3e76
At a boy, RocketMan . . . . . . most everyone likes icing on their cake.  ;)
6740e898c3f7f
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.

6740e898c403dRocketMan

6740e898c4090
Holy fucking Batman!!

6740e898c419fRocketMan

6740e898c41f7
Those planes were NOT cooperative.

DELETED!!!

6740e898c42e7voodoo47

6740e898c4334
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.

6740e898c43c8RocketMan

6740e898c4413
Shit... if i still have them.  Lemme check.

6740e898c44acvoodoo47

6740e898c44e2
they are in the public Rebirth04 pack.
6740e898c45e1
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.

6740e898c469cRocketMan

6740e898c4744
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:

TriOptimum counter-terrorism consultant Rebecca ____ (Fill in the last name):
8 Guests are here.
I would know because I design websites.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6740e898c57f5