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i gave him muro's animations .. they look really good at him I almost don't want to change them ... but i will ^_^
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violet (lines on legs) and yellow (second shoulderplates and shirt) looks strange. try to remove violet. and that corners on second shoulderplates... try to rmove 'em thru XSI.
Elbow and forearm part have slightly recognizable color difference.
Those cheeks... they make him look gloomy and hungry
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o_O ok
* mm ok I'll try to remove violet ... make the neck and and under the vest blue as the shirt instead of violet and I'll make the pants uni color .
* I'll see what i can do about the cheeks if it's structure TRBS i will leave him gloomy if texture wise i'll blur and soften them a bit
* the elbow and forearm mm I used exactly the same color :S I don't know if it's lightning , I'll see
*the yellow ? i just replaced the red markings of com guy with yellow ... and which corners ?
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I mean these corners (see attacment)
Last edited by demos_kratos (09/30/09 07:09)
Jente, du er deilig, du er lekker, ihvertfall nå når jeg drikker.
Baby, du har det som trengs, hva er sannsynligheten for at vi to hopper til sengs?
Kan du si meg det? Jeg er ikke så stø i sannsynlighetsregning.
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shall i join them together ?
and the other changes sound good ?
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ok I smoothed the cheeks a bit ^_^ and removed all violet .. i think he looks good ^_^
and the yellow shoulder thingies I kinda like them :$
I'm going to work on the moves now
Last edited by Samer (10/14/09 11:10)
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I'd recommend didtching the light blue on the arms.
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
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i want him to look like the lose level screen wearing a dark blue vest and a lighter blue shirt underneath
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Ok, well at the very least, make the border between his cuffs and his shirt a bit more defined.
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
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The yellow shoulder things still look out of place somehow... You should somehow incorporate more yellow somewhere else into his ensemble I think.
If we don't change the direction we're going, we'll likely end up where we're headed.
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I like it Leus does have a point tho.
"He looks mean enough to tear my arm off and beat me to death with it. In fact, he looks mean enough to tear his OWN arm off and beat me to death with it."
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heh, anim editing is still dream for us. Actually we *can* create an animation in XSI then save it to DAE, then convert it to XML and then we should complete it 'coz it doesn't have anything except the movements of body parts (anyway, you can't trust the generated XML, I don't know what is that written in there). see OniSplit wiki page lower part for further info.
im thinking of at least giving the body movement a shot anyways, but Onisplit will only let me go from Dae > TRAM and not the other way, i'd like an example, so is there a way to go from TRAM > Dae?
(Sorry bout going a bit off topic on your post Samoko)
Last edited by Mukade (09/30/09 15:09)
"He looks mean enough to tear my arm off and beat me to death with it. In fact, he looks mean enough to tear his OWN arm off and beat me to death with it."
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ok Gumby i'll refine that detail a bit ^_^ less blur
@ Leus there are small yellow details on the back and foot that are not apparent in this screenshot ... keep in mind u'll be looking at his back most of the time
anywho i like the yellow once I release it any one can feel free to edit him to their likings ^_^ i want to work on the TRAC
@ mukade there's a way i think ... someone better in this can respond but I read it somewhere ... if u extract the TRBS but specify with animation and name that animation ... (u have to put all the files in 1 folder ...)
anyway it's discussed somewhere in the forum u might find something useful ^_^ it would be great if we could make new animations
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oohhhhh, i see what u mean. it's not just giving it a name, you actually have to write out the animation name you want
like TRAMKonCom_blah blah
ill try it out thx
it did something, it folded my model in half when i loaded it but no animation. Oh well
Last edited by Mukade (09/30/09 18:09)
"He looks mean enough to tear my arm off and beat me to death with it. In fact, he looks mean enough to tear his OWN arm off and beat me to death with it."
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oohhhhh, i see what u mean. it's not just giving it a name, you actually have to write out the animation name you want
like TRAMKonCom_blah blah
that's what i did at first too i thought what should i name it so i just left it "Animationname" ... demos corrected that info for me ^_^
btw i think the hard part is going form dae to TRAM more than the opposite
Last edited by Samer (09/30/09 18:09)
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hmmm
Animation TRAMNINCOMtaunt1 Not Found
"He looks mean enough to tear my arm off and beat me to death with it. In fact, he looks mean enough to tear his OWN arm off and beat me to death with it."
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u have to put all related files in one folder ONCC TRMA TRAC TRAM TRBS ...
that's what they tell me ^_^
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Aite, sorry, thisll be my last post about this on your thread, sry
but, i found a thread discussing this, and from what i've read, they havent fixed it
ive asked if they have, in case there was something ive missed, but.....
"He looks mean enough to tear my arm off and beat me to death with it. In fact, he looks mean enough to tear his OWN arm off and beat me to death with it."
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I need help
I want to give him RED's throws ... but the sinking problem ... so can some one teach me how do i adjust the TRAM height ? I converted it to xml but there were a lot of height fields ..
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If you're going to enter Casey into the modding fair, then I'm not supposed to help
So I'll give you a hint:
I used a spreadsheet to calculate the difference and to format the result with the height tags. I did not want to manually change all those height fields.
Hope this helps, if not I can be more specific next post. :-)
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FAIR SHMARE
be specific, I'll do something else for the fair & what do u think of his looks ^_^ ?
spreadsheet thing sounds complicated :$ I thought I'd compare motoko's throw with the elite and see what changed but I didn't get it
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I think he looks great! You are a fast learner with Mod Tools, one day you'll have to put up some more tutorials on how to use that program.
Ok specifics:
1) I compared the pelvis heights from the idle TRAM to get a idea of the difference between them. So you would look at the idle TRAM for the comguy and red.
2) Copied all the heights info, including the tags, into a blank text document.
Then did a find and replace to remove the Heights tags.
3) Copied the numbers into a spreadsheet, in one column.
The next column had the difference, from step one. The third column had the totals.
However, the surrounding columns had the heights tag, so I could copy all 3 columns back into the text document.
For example
1 2 3 4 5 (Column number)
7.5 1.5 <Height>9.0</Height>
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I think I understood
2 more questions
I change the height fields that are in the beginning of the xml not the ones in the end that look like this
<Position>
<Height>16.3699989</Height>
<YOffset>-0.19</YOffset> right ^_^ ?
2- I'm using muro's animations as base ... so i compare red and muro ... since muro is taller than red ... should the new values increase or decrease :$ ?
Last edited by Samer (10/01/09 01:10)
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You need to increase.
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
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shall i join them together ?
I think yes, they're irritating me even on comguy's costume, sorry.
Last edited by demos_kratos (10/01/09 12:10)
Jente, du er deilig, du er lekker, ihvertfall nå når jeg drikker.
Baby, du har det som trengs, hva er sannsynligheten for at vi to hopper til sengs?
Kan du si meg det? Jeg er ikke så stø i sannsynlighetsregning.
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