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NEW ANIMATIONS IN JKA - HowTo

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 keshire
03-30-2004, 12:16 PM
#1
Well its about time someone brought this to the fore front.

Luckily with the help of the notables in the community. ASK, Corto, RazorAce, etc. I'm Pretty much done with a JKA animatable Skeleton.

I'll be needing hosting for the xsi. And if You can do player models you can do this, Don't be shy now. :)

The how-to is exactly the same as JK2. Its the skeleton thats different.

Here's my test anim. Sorry I have no-where to host a clip but its a screeny.

http://mediaservice.photoisland.com/auction/Mar/20043306896455695965488.jpg)

I know its simple but it was just a quick test to make sure it didn't deform. I'll get to the complicated stuff here shortly.
 RenegadeOfPhunk
03-30-2004, 1:05 PM
#2
Keshire - the new hero of the JKA modding world :) (along with all the others who did the groundwork...)
Well done my man. We now have an exciting time ahead!
 Wudan
03-30-2004, 9:18 PM
#3
Good job. Do you have the XSI hosted yet?
 keshire
03-31-2004, 4:45 AM
#4
Let me make sure all the bugs are out by making Renegade's expanded Dual Blaster Anims. Then I'll make sure it gets distributed to a good amount of sites.
 keshire
03-31-2004, 6:01 AM
#5
 keshire
03-31-2004, 1:04 PM
#6
I passed along my source files to RazorAce and Renegade. so hopefully it'll be upped into the cvs soon. If I had access from here at work It'd be faster. But alas. My ports are blocked. :(
 keshire
04-01-2004, 7:28 AM
#7
For those that want to grab the files to take a look, Instructions for downloading from the OJP file repository can be found here.

http://www.lucasforums.com/showthread.php?s=&threadid=119776)

The animation stuff can be found under tools.

Also feel free to browse the many topics on the OJP boards. Public Opinion is always important for the Open Jedi Project.
 ksk h2o
04-01-2004, 7:57 AM
#8
Yowza.

Very nice work Keshire. I'll be sure to grap the skeleton and see what neat animations can be done... I just need to apply for days to be made into 48 hours instead of 24. =P
 ASk
04-01-2004, 4:02 PM
#9
I assume this means my glamerge DOES work for other skeletons, in particular JKA (i never tested it on others, I just made it to be generic, so I assumed it would have no troubles)

Or are those done using Wudan's tool?


[edit]

I updated the old animation thread to include the JKA info. I hope you don't mind, keshire. If you do, or if you spot any inaccurate info, please let me know
 keshire
04-02-2004, 4:40 AM
#10
Oh ya, your tool does work. More than likely it'll merge with any skeleton as long as its accurate. One thing I noticed though was that it'll only merge once. After that the _humanoid isn't recognized as a valid animation file by the glamerger. Thats not a real problem though as long ass people don't go deleting their xsi's
 ASk
04-02-2004, 4:08 PM
#11
After that the _humanoid isn't recognized as a valid animation file by the glamerger.


Shouldn't happen

The check depends on finding the magic word 2LGA as first 4 bytes in the header

can you open the gla file in a hex editor and tell me if the first bytes look like:

2LGA <4 bytes that are version> <path to gla> ...
or even better, if you can cut around 100kb of the file and email me at
ask@darklordsofsith.com
or send on irc.gamesurge.net/#jediknight, my nickname there is ASk
 keshire
04-03-2004, 4:48 AM
#12
:), I think it was my own fault. I maybe tried to overwrite the file I was merging.
 ASk
04-03-2004, 5:49 AM
#13
Oh
Well. seeing as glamerge is now regarded by me as a really ugly piece of code, it almost does not have any failsafes and error-checking :/

I think it runs at order of O(n^2) or O(n^3). Ugh :p
 keshire
04-03-2004, 6:02 AM
#14
I had a few convo's with you back when JKA was beta on IRC. If you remember. Since then the ports for IRC were blocked at where I work. I need to get the networking guys to give me a break.
 ASk
04-03-2004, 11:35 AM
#15
if port 6666 is not blocked, nuclearfallout.ca.us.gamesurge.net:6666
 keshire
04-03-2004, 12:01 PM
#16
Nope, only thing open would be email/news, http, and messenger.

I use msn under Keshire :)
 ASk
04-03-2004, 4:36 PM
#17
Are you sure that's MSN and not AIM?
and nickname is not enough for MSN buddylist add, I would need you to pm me your MSN email address (don't post online for spam shall reach you then)
 keshire
04-06-2004, 5:45 AM
#18
Oops, my bad.

*edited msn out*

Spam doesn't bother me all that much due to the fact that I've never touched that email account. :)

*edit*
No I will not join any clans or modding groups. :)
 razorace
04-06-2004, 9:46 AM
#19
People trying to headhunt already eh?
 razorace
05-19-2004, 6:41 PM
#20
Ok, I'd like to announce that we've gotten our hands on Raven's source files for all the JKA animations AND the source files for all the standard player models created by Raven. We're currently in the process of sorting thru all the data and getting it organized for release.

So far, we've released 3 packages, which can be found on lucasfiles.com:

Humanoid Animation Source Files (http://www.lucasfiles.com/index.php?s=&action=file&id=568&PHPSESSID=3d5967d2ce8b2a913ad14045a9e995e3)
Player Model Source Files (http://www.lucasfiles.com/index.php?s=&action=file&id=570&PHPSESSID=3d5967d2ce8b2a913ad14045a9e995e3)
Non-Humanoid Animations and Models Source Files (http://www.lucasfiles.com/index.php?s=&action=file&id=569&PHPSESSID=3d5967d2ce8b2a913ad14045a9e995e3)

A big thanks to Keshire for talking Raven out of the files and then spending the time to organizing them.
 darthviper107
05-20-2004, 12:01 AM
#21
This will help with animations a lot. Thanks Keshire.
 LightNinja
06-24-2004, 2:12 PM
#22
man u can use that little box named as bones like a skelleton and make a new model wich would have the same anims?
 LightNinja
06-24-2004, 4:21 PM
#23
nice, i re-did hazardtrooper :p, thx keshire
 LightNinja
06-24-2004, 7:45 PM
#24
man what the hell is wrong here? the model is perfect at modview but look in game.
http://server6.uploadit.org/files/danadn-wtf.jpg)
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