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Forum: All Forums : Jedi Knight
Category: Jedi Knight - Jedi Academy
General, mapping, modeling, scripting, etc. game questions, comments and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: New Animations WIP
Keshire~rb
General Member
Since: Dec 23, 2006
Posts: 9
Last: Dec 23, 2006
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Level 0
Category: Jedi Knight - Jedi Academy
Posted: Tuesday, Jun. 8, 2004 10:27 am


ledge hang.



scripted saber lock



New Rocket launcher

Plus a ton of other things. Like expanded blocking animations. And epanded melee moves. :)

http://ojp.jediknight.net/
http://www.lucasforums.com/forumdisplay.php?s=&forumid=542
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FliX~rb
General Member
Since: Dec 23, 2006
Posts: 8484
Last: Dec 23, 2006
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Level 10
Category: Jedi Knight - Jedi Academy
Posted: Tuesday, Jun. 8, 2004 12:37 pm
the rocket launcher might need a new texture :S
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Keshire~rb
General Member
Since: Dec 23, 2006
Posts: 9
Last: Dec 23, 2006
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Level 0
Category: Jedi Knight - Jedi Academy
Posted: Wednesday, Jun. 9, 2004 04:12 am
Not my model. :) I just do the anims.
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71M~rb
General Member
Since: Dec 23, 2006
Posts: 361
Last: Dec 23, 2006
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Level 5
Category: Jedi Knight - Jedi Academy
Posted: Wednesday, Jun. 9, 2004 02:23 pm
:o

Wow, that looks great! :D

You're taking OJP to new levels d00d. :D

-TiM
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Keshire~rb
General Member
Since: Dec 23, 2006
Posts: 9
Last: Dec 23, 2006
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Level 0
Category: Jedi Knight - Jedi Academy
Posted: Thursday, Jun. 10, 2004 08:47 am
New Single Blocks
New Dual Blocks
New blocking system
360+ frames as opposed to 5 originally
went from 5 positions in front, to 8 in front, 2 on each side, and 1 in back.
transitions from start to block, and block to block.

Overall I'll have gone from a 15 frame system to 1000+. The above files are in quicktime format, and show every transition. The transitions are played in reverse in-game to get the return anims. A very efficient system :)
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3dj~rb
General Member
Since: Dec 23, 2006
Posts: 6
Last: Dec 23, 2006
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Level 0
Category: Jedi Knight - Jedi Academy
Posted: Thursday, Jun. 10, 2004 03:35 pm
Are you importing the XSI files in to MAX modifing them dumping them out and then complie them for game play?
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71M~rb
General Member
Since: Dec 23, 2006
Posts: 361
Last: Dec 23, 2006
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Level 5
Category: Jedi Knight - Jedi Academy
Posted: Thursday, Jun. 10, 2004 04:29 pm
Wow, those blocking motions look great :D

Are u planning on making blocking moves for the saber staff?

Hmm, that looks like character studio there. I've always wanted to learn how to use that dang thing.  :p

-TiM
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Keshire~rb
General Member
Since: Dec 23, 2006
Posts: 9
Last: Dec 23, 2006
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Level 0
Category: Jedi Knight - Jedi Academy
Posted: Friday, Jun. 11, 2004 04:07 am
I'm taking the xsi and turning them back into motion capture data as I need them. Modifying them to suit my tastes or just making new ones that suit my fancy.

Then using the GLA merging program that ASK made.

And yes I am using character studio. I constrained the original xsi skeleton to it. So it basically acts like a puppet with CS being the strings.

Saves me so so much time. You wouldn't believe it.

And yes trying to figure out how best to do the back blocks for the staff so they look nice and work well in-game.
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3dj~rb
General Member
Since: Dec 23, 2006
Posts: 6
Last: Dec 23, 2006
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Category: Jedi Knight - Jedi Academy
Posted: Friday, Jun. 11, 2004 11:48 pm
Is the reason for turning it back in to motion Cap Data is to share animation between 3d packages or for engine related issues.
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Keshire~rb
General Member
Since: Dec 23, 2006
Posts: 9
Last: Dec 23, 2006
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Level 0
Category: Jedi Knight - Jedi Academy
Posted: Tuesday, Jun. 15, 2004 04:19 am
For sharing purposes.

I'm converting them into .fbx (film box) format. It was originally a suggestion by Corto. Once/if I get enough of them converted over then I may release them. As of now though their for my own use.

you can grab all the xsi versions from jk3files or lucasfiles.
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