Shirow Project Book#3 Side-Mission


#4721

Heh, nice animation. Can’t wait to see the fuchis in action with sounds and teh bullets and explosions! Heh, keep it up:thumbsup: .


#4722

Very nice anim :slight_smile: Great work as usual guys.

btw, this has probably been mentioned numerous times, but i saw this great plugin shader earlier, and thought immediatly of this project… bulletholes, rain etc. might be worth a look maybe :slight_smile:

EDIT : oops, i meant particle paint


#4723

very cool updates sd :thumbsup:


#4724

Yeah, I was pretty much down the same path (pardon the pun :stuck_out_tongue: ).
If you look at the tunnel object, you’ll see layer6 is the motion path built from the points of the tunnel. What I was after was trying to save a pure motion clip in MB, but realistically, I think you need the correct item names / relations for it to work in story mode.
You can create a clip, but it will only work on the items you inititally created. This is why I chose a null, like you, I figured parent object to null, apply addative / override tracks, plot to objects then import new motion into Layout. In theory, it should work fine.
I was just hoping I could save a generic motion clip but the more I think about it, the dafter that idea sounds as all the other motions are tied to specifically named items such as arm bones etc…

I guess I was trying to push it too far as what you’re saying is pretty much gonna work anyway I think. :smiley:


#4725

Nulls would be the “normal” way to do it in LW. But failing that, tieing to geometry is ok too if it will do what we need.
The next step is to resolve multiple pieces of geometry. :buttrock:


#4726

Hi team. I have a prototype “tunnel rig” with limits for the fuchi effectors, to prevent them going through the walls :). It should be mountable ontop of the existing rig so that it can turned on and off without affecting the main rig. However, the only drawback at present is that it only would only works in straight tunnels. If the curved tunnels followe the arc of a circle, it could be modified to work there aswell. Shall I press on? If so, I’ll need the tunnels (hint hint SD :slight_smile: - no textures necessary for me).


#4727

First- forgot to say thanks to Ace, TB, and faultline… nice plugin link…will have a go when we get to this part :thumbsup:

Donshole- I’d say press on, but it seems starting the paths in LW might be the most logical as we can pluck points from any layout shape of the tunnel and then create a path for the fuchi to follow. There are some things to work out and it may yet need MB intervention, so keep a record of what you have to solve this in MB for now.

Re the hints…hehe…I am getting there with the tunnels…sooon!

If I may, I have a request to make while you are waiting (and Sllink if he is available…but haven’t heard from him yet…re the FBX Fuchi I upped ) .
If your schedule is a bit more relaxed of course. Would you be able to do a short introductory fuchi clip so we can sverify and solidify all the parts and controls we have so far?
I’d do a new voice track and you could animate to that in a small FBX section of tunnel?


#4728

Sounds good :). We can go into detail on the team forum if you like.


#4729

Ok dokey, will start a new thread so we can follow it there.
btw, Already got the mini tunnel set done and exported tonite and it all went to MB via FBX nicely. :wip:


#4730

Verification-TEAM FORUM THREAD


#4731

Just to let you know, I’m away as of this evening until mid-week next week.
I have been busy but I have sorted out something driving me mad. No matter what I did, the rig for the dropship crew wasn’t lining up.

I wondered if I’d accidentally used a different FBX plugin. Then it hit me – check the pivot point, DOH!
Sure enough, the dropship crew have the mesh pivot at the centre of the object, not at the base of the feet as per our other models.

Now, I’m guessing there may have been a reson for this, so I’d advise saving these completed rig setups / models as V2 some place along with the FBX chars once I’ve done them.

FYI - I am creating lower-poly versions for pulling into MB as they are killing my PC, but naturally the motion on the skeleton is good and once back into LW, we’ll be sorting out mesh deformations and hold-bones anyway so I’m currently only thinknig of broad strokes.

Also, whenever we want to, we can pull higher-res models into MB to check for more subtle motions and we can still use the motions built around the lower-res mesh as again, it’s the driving rig that’s important and that will be exactly the same coming from LW. :slight_smile:

Anyhoo, catch up with you guys next week. :slight_smile:


#4732

Colkai- Thanks for finding and fixing that problem. Have a safe trip and we’ll have to catch up when you get back and catch your breath.


#4733

Ok,
First up, apologies for the arm movements on the second test, but I cobbled this quick test together in a few minutes at break. :stuck_out_tongue:

Anyhow, ignoringthe stunted arm movement, you can see how using 2 tracksand dialing back the weighting on the upper body movement gets rid of a lot of the “wide boy swagger” some walk cycles have. The downside is, you’d need to set up some suitable arm motions, (but I think that should be do-able using poses pretty quickly).

Due to the low limit of attachments here, I’ve uploaded the RAR file to my FTP area, root directory, called WalkCompare.rar I’ve included the FBX and motion file in the RAR in case anyone wants to review it / play with it. Makes it a 4MB file in total.
Catch up with y’all after Easter. :slight_smile:


#4734

hi friends i am new to this foroum and would like to join i am an intermediate as a modeler but still i think i can help in modeling a few things plz do let me know if i can be of any use to you grate people doing grate works here are some of my models done yet …
waiting for your reply


#4735

djrovers123 welcome dude :beer: let`s see what SD says u know he is the leader


#4736

well i know it now and what ever you say i will wait for your further post reply


#4737

Colkai- So good to see you back in the saddle…beating MotionBuilder into submission. :wip: :slight_smile:

TB- Hi and thanks. :wink:

djrovers123- Thanks for your kind words. :wink:

There aren’t really any simple items needed right now. You can have a go withthis ref but it is pretty advanced to model cleanly.

We’re mainly looking for advanced modellers especilly for more character work. Also, right now we are pretty deep into a few active scenes and sets so it’s gonna be a bit quite in here as we work away at that…hang in and keep checking back here. Things will likely open up a bit more in the future…


#4738

SD : You are welcomed boss :scream:
& hey [color=darkorange]djrovers123 [/color]dude don`t worry I will be here with u lol hahaha looking to see updates from u :bounce:


#4739

Hi Team. Just checking in. I hope to have some fuchi stuff to show in the next couple of days.


#4740

Donshole- Thanks for letting us know what’s up…will be watching the team forum thread for your progress. :buttrock: