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Author Topic: Yourè not a mercenary yourè a very naught Alien  (Read 11146 times)

DeanosBeano

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Yourè not a mercenary yourè a very naught Alien
« on: February 20, 2014, 02:02:45 pm »


 I was looking  mercenary.pkg in hexidecimal editor and getting feel for bones and thought i would try a few on the Alien haha
its not clever but i had fun and learned  which is what its all about

 Hopefully we can get example collada or something to maybe get more characters in :)

 
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PytonPago

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Re: Yourè not a mercenary yourè a very naught Alien
« Reply #1 on: February 20, 2014, 09:58:43 pm »

Doesnt seem to be bad ... just the placing and orientation of the meshes is twisted ... i bet it could be set right ..
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DeanosBeano

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Re: Yourè not a mercenary yourè a very naught Alien
« Reply #2 on: February 21, 2014, 07:34:54 am »


well i did some rotation and location tests of the joints but it was a nightmare to understand without some insight  , also the Mercenary is based on 80 + bones so to get it right without knowledge of the bone structuire and placement including root bone would be too much at this stage :) , i think maybe bip_pelvis is root  so far it makes sense.
 i will keep playing and learning its fun :)
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angrypig

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Re: Yourè not a mercenary yourè a very naught Alien
« Reply #3 on: February 21, 2014, 08:57:59 am »

Here is the mercenary's skeleton hierarchy. You can omit face bones or any sub hierarchy if you want the animation system should handle it.

Code: [Select]
mercenary
  Bip01_Pelvis
    Bip01_Spine
      Bip01_Spine1
        Bip01_Spine2
          Bip01_Neck
            Bip01_Head
              Bip01_HeadNub
              Bip01_REye
                Bip01_REyeNub
              Bip01_LEye
                Bip01_LEyeNub
              Bip01_MJaw
                Bip01_MJawNub
                Bip01_MBottomLip
                  Bip01_MBottomLipNub
                Bip01_MTongue
                  Bip01_MTongueNub
                Bip01_LMouthBottom
                  Bip01_LMouthBottomNub
                Bip01_RMouthBottom
                  Bip01_RMouthBottomNub
              Bip01_RMasseter
                Bip01_RMasseterNub
              Bip01_LMasseter
                Bip01_LMasseterNub
              Bip01_MUpperLip
                Bip01_MUpperLipNub
              Bip01_RCaninus
                Bip01_RCaninusNub
              Bip01_LCaninus
                Bip01_LCaninusNub
              Bip01_REyeBlinkBottom
                Bip01_REyeBlinkBottomNub
              Bip01_LEyeBlinkBottom
                Bip01_LEyeBlinkBottomNub
              Bip01_RUpperlip
                Bip01_RUpperlipNub
              Bip01_LUpperlip
                Bip01_LUpperlipNub
              Bip01_RMouthCorner
                Bip01_RMouthCornerNub
              Bip01_LMouthCorner
                Bip01_LMouthCornerNub
              Bip01_RCheek
                Bip01_RCheekNub
              Bip01_LCheek
                Bip01_LCheekNub
              Bip01_REyeBlinkTop
                Bip01_REyeBlinkTopNub
              Bip01_LEyeBlinkTop
                Bip01_LEyeBlinkTopNub
              Bip01_RInnerEyebrow
                Bip01_RInnerEyebrowNub
              Bip01_LInnerEyebrow
                Bip01_LInnerEyebrowNub
              Bip01_MMiddleEyebrow
                Bip01_MMiddleEyebrowNub
              Bip01_ROuterEyebrow
                Bip01_ROuterEyebrowNub
              Bip01_LOuterEyebrow
                Bip01_LOuterEyebrowNub
              Bip01_MNose
                Bip01_MNoseNub
            Bip01_L_Clavicle
              Bip01_L_UpperArm
                Bip01_L_Forearm
                  Bip01_L_Hand
                    Bip01_L_Finger0
                      Bip01_L_Finger01
                        Bip01_L_Finger02
                          Bip01_L_Finger0Nub
                    Bip01_L_Finger1
                      Bip01_L_Finger11
                        Bip01_L_Finger12
                          Bip01_L_Finger1Nub
                    Bip01_L_Finger2
                      Bip01_L_Finger21
                        Bip01_L_Finger22
                          Bip01_L_Finger2Nub
                    Bip01_L_Finger3
                      Bip01_L_Finger31
                        Bip01_L_Finger32
                          Bip01_L_Finger3Nub
                    Bip01_L_Finger4
                      Bip01_L_Finger41
                        Bip01_L_Finger42
                          Bip01_L_Finger4Nub
            Bip01_R_Clavicle
              Bip01_R_UpperArm
                Bip01_R_Forearm
                  Bip01_R_Hand
                    Bip01_R_Finger0
                      Bip01_R_Finger01
                        Bip01_R_Finger02
                          Bip01_R_Finger0Nub
                    Bip01_R_Finger1
                      Bip01_R_Finger11
                        Bip01_R_Finger12
                          Bip01_R_Finger1Nub
                    Bip01_R_Finger2
                      Bip01_R_Finger21
                        Bip01_R_Finger22
                          Bip01_R_Finger2Nub
                    Bip01_R_Finger3
                      Bip01_R_Finger31
                        Bip01_R_Finger32
                          Bip01_R_Finger3Nub
                    Bip01_R_Finger4
                      Bip01_R_Finger41
                        Bip01_R_Finger42
                          Bip01_R_Finger4Nub
      Bip01_L_Thigh
        Bip01_L_Calf
          Bip01_L_Foot
            Bip01_L_Toe0
              Bip01_L_Toe0Nub
      Bip01_R_Thigh
        Bip01_R_Calf
          Bip01_R_Foot
            Bip01_R_Toe0
              Bip01_R_Toe0Nub
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DeanosBeano

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Re: Yourè not a mercenary yourè a very naught Alien
« Reply #4 on: February 21, 2014, 09:44:41 am »


 Ah
 Thanks for that  :)
 any chance you could let us have an fbx of the merc for scale etc , doesnt need to have textures just a simple example model , so i can build a skeleton .

 i can sign NDA if you wish
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PaulMoffat

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Re: Yourè not a mercenary yourè a very naught Alien
« Reply #5 on: February 21, 2014, 05:54:00 pm »


 Ah
 Thanks for that  :)
 any chance you could let us have an fbx of the merc for scale etc , doesnt need to have textures just a simple example model , so i can build a skeleton .

 i can sign NDA if you wish

Oh yeah, man I hope so, I was just thinking the same thing about two days ago. Except in my case it was so I ca keep the design of my ship in correct proportions. Especially important would be the size of the mercs collision box and will there be characters with variable heights/widths etc?

UPDATE:

Yeah, the Blender units correspond to Outerra in Meters. I knew that, but didn't realise the obvious  ::)

Here is the merc with two reference cubes (2.0x2.0x2.0 and 0.5,0.5,1.8 units/meters)

« Last Edit: February 21, 2014, 07:54:39 pm by PaulMoffat »
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PytonPago

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Re: Yourè not a mercenary yourè a very naught Alien
« Reply #6 on: February 22, 2014, 01:48:20 am »

It might be pain to do a really good modifiable character (lets say the Elder scroll way) whyte a ton of stuff variations to be also collision checked. But, maybe there is a way to widen/slim the box in accordance to the character dimensions and stuff hanging on him (back-packs, gear, weapons). Also i think, that for the weapon and hand-poses, its more a angle-distance based script checking it. Lets say the weapon has 1.20 m length and is in certain direction in the character - you just set the animation to switch to the "holding it along the body" when distance to objects is near 1.20 m and angle of the character right towards the obstacle. A combination of a ton of animations and such characteristics can do wonders, doe, the engine would need some space for those inter-object/persons position computations.

Also, keeping the 80+ bones structure, to give it a next gen. engine mechanics would really need for all those animations some real-world movement capture studio (doe, i think it could be build whyte some low-cost electronics too, when software present for it) - made me think, it would be classy if OT had in future a direct movement animation presentation capability. (you know the IR suits studios, just not getting raw data to a 3DMax animation file, but would take the movement directly onto a character movement rendered real-time in OT -- would make blending animations more interesting and set better when outcome is seen directly in the engine) That may be doing some head-start for future gaming and applications, when real person movement would be used in projection or handling stuff in the engine. (like driving a car whyteout a wheel trough the high-speed 5-cam thingy that was posted a while ago and similar projection technologies, that might come up in future years).

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We are still undeveloped as long as we don´t realize, that all our science is still descriptive, and than beyond that description lies a whole new world we just haven´t even started to fully understand.

DeanosBeano

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Re: Yourè not a mercenary yourè a very naught Alien
« Reply #7 on: February 22, 2014, 02:46:27 am »

 Nice on paul , I thought from my alien size that the merc was about 1.8m too

  The whole fat , thin , small , tall  thing is a quandary I would live to make a wh40k or similar and im sure when the core engine develops  we will be able to do IK animations for driving  arms and when you come in contact with geometry .
  Of course  the thing to think of early on in a game dev not core outerra dev is , what happen when a 6foot  400lb guy get in a car  and what happen when a 5ft 180lb  guy get  in the car , either one is going to be poking through the car mesh  or the other will need a booster seat   . Best solution  I suppose is to scale cargo position anims so all are same but then the scale  is lost .

Long way ahead I suppose :)

 Main problem i am having is despite trying many orientations of the model , the Anim seems to have some strange oreintation process  that sets the model to a strange offset at the pivots  , i am hoping an examle model will be presented when the Devs have some time of course , i respect they have priorities .
« Last Edit: February 22, 2014, 04:15:27 am by DeanosBeano »
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Spartan46

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Re: Yourè not a mercenary yourè a very naught Alien
« Reply #8 on: March 03, 2014, 07:17:06 pm »

Well I have my model with the right bones but how do I import it to use the animations and controls?
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DeanosBeano

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Re: Yourè not a mercenary yourè a very naught Alien
« Reply #9 on: March 03, 2014, 07:25:50 pm »

Well I have my model with the right bones but how do I import it to use the animations and controls?

Hi sorry I'm not at pc
 But iirc , export model as FBX call it mercenary of course , rename the mercenary .pkg already in the root folder so not to overwrite later , and rename the .mtl file it's called ? also . Then in outerra press ctrl. + f7
 Import your model and replace the original merc things , iirc there are 3 to replace pkg mtl and objec. The last I'm not sure name , it's one with curve and physic property


 Hope it help I try better tomoz
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Spartan46

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Re: Yourè not a mercenary yourè a very naught Alien
« Reply #10 on: March 03, 2014, 08:57:27 pm »

Its working but when im touching the grounds, outerra crash
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DeanosBeano

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Re: Yourè not a mercenary yourè a very naught Alien
« Reply #11 on: March 04, 2014, 04:03:28 am »

Hmm I had same problem on my first attempt

 Iirc I fixed by either of these

 Make sure root of model is named mercenary
 Make sure model is not above 63k poly

 I cannot remember if in end I had to seperate the midel parts like a vehicle , if I just named vertex groups in weighting it crashed and thats why I gave up aling with I coukdnt get the corret euler export
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AKNightHawk

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Re: Yourè not a mercenary yourè a very naught Alien
« Reply #12 on: March 04, 2014, 10:36:49 pm »

Does this mean you can add Animated meshes to the engine now?
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fly77

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Re: Yourè not a mercenary yourè a very naught Alien
« Reply #13 on: March 22, 2019, 07:51:07 pm »

in the last outerra versions and in the present one the mercenary is called "mercenary_collision_second_UV" but the collision seem to be only for objects that hit the mercenary not when the mercenary hits any objects. Indeed while a ball thrown at him bounces off he can't play football and he walks straight through walls and in fact through any object that has been made having a collision box. Is there a reasoning why it is so (sufficient for a game ?) or is it just a limitation of the model.
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