• BioShock Infinite Models
    679 replies, posted
Awesome!
She is closer than you think [URL="http://s56.radikal.ru/i152/1305/03/530d1f728ba2.png"]http://s56.radikal.ru/i152/1305/03/530d1f728ba2.png[/URL]
[QUOTE=unidentified;40504596]She is closer than you think [URL="http://s56.radikal.ru/i152/1305/03/530d1f728ba2.png"]http://s56.radikal.ru/i152/1305/03/530d1f728ba2.png[/URL][/QUOTE] nice piercing
[QUOTE=unidentified;40499654]Gildor's extractor and decomressor tools are now support Bioshock Infinite. Btw, that guy has released his [URL="http://www.gildor.org/smf/index.php/topic,1809.30.html"]tool[/URL] but i cant get it work - it just crashes. Texted on PC and Notebok. Anyone have a success?[/QUOTE] Kinda lost in translation there... what are you saying? UMODEL now supports Bioshock Infinite?
gildor says UModel doesn't support it yet. However, he updated other tools for now. I just left a message where he announced this checking on how he updated. I'm assuming he based his update off files others uploaded now not the full game, but I could be wrong, in which case UModel might get updated sometime sooner than we thought.
I ported a model of the Songbird toy. It's got no weight or collision, so expect it to show up on SFM Box at some point.
[QUOTE=Rinfect;40519304]umodel is compatable with the game go crazy[/QUOTE] Go crazy, folks! Go crazy! *dances*
[QUOTE=Rinfect;40519304]umodel is compatable with the game go crazy[/QUOTE] my game is uninstalled fuck i need songbird, booker & the lutecessss
FUUUCKKKK rip em up NOOOW
[QUOTE=Dissolution;40520290]my game is uninstalled fuck i need songbird, booker & the lutecessss[/QUOTE] and elizabeth!
Just got my hands on Elizabeth's facial animations)) [t]http://s020.radikal.ru/i706/1305/95/f26f44e84800.jpg[/t]
[QUOTE=unidentified;40521588]Just got my hands on Elizabeth's facial animations)) [t]http://s020.radikal.ru/i706/1305/95/f26f44e84800.jpg[/t][/QUOTE] Very nice... are you using umodel cuz gildor posted animations aren't supported.
[QUOTE=artworkplay;40521633]Very nice... are you using umodel cuz gildor posted animations aren't supported.[/QUOTE] Its FaceFX assets, not morpheme animations. Gildor's umodel can extract them from some games. I have imported them into FaceFX studio and applied them to the model i have extracted yesterday. I have some expirience with FaceFX so it wasnt so hard to make it work.
I get errors when I try to use the latest UModel with BioShock Infinite. I left the errors with gildor in the topic... How is everyone else getting it working? What code are you using? I'm using code like this: umodel -game=bio3 Lut_TransitionOne_nar
So for some reason, viewing models in UE Viewer results in incredibly blurry textures. And when I view the extracted textures, they are really small squares. Anybody else having that problem?
[QUOTE=MegaScience;40522571]I get errors when I try to use the latest UModel with BioShock Infinite. I left the errors with gildor in the topic... How is everyone else getting it working? What code are you using? I'm using code like this: umodel -game=bio3 Lut_TransitionOne_nar[/QUOTE] Whats the extension of Lut_TransitionOne_nar? .xxx or .gpk or .upk? And you need a command after the -game switch like -meshes or -material or -export [QUOTE=unidentified;40521851]Its FaceFX assets, not morpheme animations. Gildor's umodel can extract them from some games. I have imported them into FaceFX studio and applied them to the model i have extracted yesterday. I have some expirience with FaceFX so it wasnt so hard to make it work.[/QUOTE] Is there a umodel command to extract the assets? I'd like to try and get those too.
[QUOTE=artworkplay;40523172]Whats the extension of Lut_TransitionOne_nar? .xxx or .gpk or .upk? And you need a command after the -game switch like -meshes or -material or -export Is there a umodel command to extract the assets? I'd like to try and get those too.[/QUOTE]use "-3rdparty" option for extraction [QUOTE=MegaScience;40522571]I get errors when I try to use the latest UModel with BioShock Infinite. I left the errors with gildor in the topic... How is everyone else getting it working? What code are you using? I'm using code like this: umodel -game=bio3 Lut_TransitionOne_nar[/QUOTE] You dont need to specify the game. I use "umodel -export -3rdparty name_of_the_package.xxx". If something is wrong with umodel's previewer then i just extract whole package - it always goes without any problem
Very good
[QUOTE=unidentified;40523838]use "-3rdparty" option for extraction You dont need to specify the game. I use "umodel -export -3rdparty name_of_the_package.xxx". If something is wrong with umodel's previewer then i just extract whole package - it always goes without any problem[/QUOTE] Whenever I try to view or export I get "ERROR: zlib uncompress() returned -3" Scratch that, -lzo seems to have made it work. [img_thumb]http://puu.sh/2MCdF.jpg[/img_thumb] that was fun
Strange, on my side it works good without any compression options
I had to use -lzo, too. I noticed some models come into UModel at low resolution, but most work. I seem to end up mixing the use of both UModel and that other person's program, for the pluses and minuses between them.
I guess now it's just a wait for the model packs to be released by someone.
Can anyone make the Luteces, please?
[QUOTE=unidentified;40521851]Its FaceFX assets, not morpheme animations. Gildor's umodel can extract them from some games. I have imported them into FaceFX studio and applied them to the model i have extracted yesterday. I have some expirience with FaceFX so it wasnt so hard to make it work.[/QUOTE] Can you manipulate them piece by piece like the face sliders for all the other models we use? Mouth, eyes, etc... Or are they whole packages that get applied in a single shot?
[QUOTE=Grub;40528639]Can you manipulate them piece by piece like the face sliders for all the other models we use? Mouth, eyes, etc... Or are they whole packages that get applied in a single shot?[/QUOTE] It's just a bunch of sliders. Lot of sliders. Elizabeth's face contain about 100 of sliders. By the way, i got working lip sync in udk's facefx studio. [video=youtube;gy_i3jCknSY]http://www.youtube.com/watch?v=gy_i3jCknSY[/video]
[QUOTE=unidentified;40529531]It's just a bunch of sliders. Lot of sliders. Elizabeth's face contain about 100 of sliders. By the way, i got working lip sync in udk's facefx studio. [video=youtube;gy_i3jCknSY]http://www.youtube.com/watch?v=gy_i3jCknSY[/video][/QUOTE] Wow, a HUNDRED?! That's incredible! It'll give a [i]lot[/i] of freedom in Source Filmmaker.
Im not familliar with facial animation in source games. In FaceFX amount of sliders is much bigger than amount of actual bones on face. Few different sliders may affect the same bones but in a different ways. Elizabeth's face contain 35 bones. Is it good ennough for SFM?
Bones? Last time I checked Source-models use blendshapes. I've seen the Mass Effect models use bones and that gives... comical results. [media]http://www.youtube.com/watch?v=fR8cI4HHUvQ[/media]
[QUOTE=unidentified;40530210]Im not familliar with facial animation in source games. In FaceFX amount of sliders is much bigger than amount of actual bones on face. Few different sliders may affect the same bones but in a different ways. Elizabeth's face contain 35 bones. Is it good ennough for SFM?[/QUOTE] Definitely. The best SFM models have a huge number of sliders, and GMod now supports big quantities of sliders as well. If on the original Elizabeth model you have two sliders for the same bone -- specifically something like one slider just moves an eyebrow down, one slider just moves the eyebrow up -- ideally for SFM you'd combine them. That way you have one slider that rests at a neutral point. Negative values then take that eyebrow element ([i]element, in this case, meaning front, middle, or back eyebrow sections are/can be all separate elements for each side of the face[/i]) down ([i]for modifying anger -- though I think TF2 and L4D2 models have a specific set JUST for anger eyebrow values, so if there's one for Elizabeth I also recommend keeping that independent -- if there's [u]any[/u] particular emotion modifier like that, probably keep independent because they might modify in VERY specific ways that could be impossible for any other slider to express[/i]) while positive values for that slider would take the eyebrow element up ([i]modifying surprise or sadness, for example.[/i]) So ultimately, the more flexibility the better. Combine things only for increased convenience of control. And make sure the eye movement is also controlled by sliders, and that all the sliders for the face are [i]in[/i] the face section. They are configured like this by Valve for their TF2 and L4D2 high quality models, and are a good setup. I highly recommend looking at how the sliders are set up for the TF2 models for reference. Also notice how some sliders are two specific sliders in one family, differing only in that there's one "child" slider for each side of the face. You can control both at the same time using the master slider, or go further in for more specificity. If anyone with more technical experience in SFM emotion sliders wants to chime in, go for it.
[QUOTE=Grub;40530573]Definitely. The best SFM models have a huge number of sliders, and GMod now supports big quantities of sliders as well. If on the original Elizabeth model you have two sliders for the same bone -- specifically something like one slider just moves an eyebrow down, one slider just moves the eyebrow up -- ideally for SFM you'd combine them. That way you have one slider that rests at a neutral point. Negative values then take that eyebrow element ([i]element, in this case, meaning front, middle, or back eyebrow sections are/can be all separate elements for each side of the face[/i]) down ([i]for modifying anger -- though I think TF2 and L4D2 models have a specific set JUST for anger eyebrow values, so if there's one for Elizabeth I also recommend keeping that independent -- if there's [u]any[/u] particular emotion modifier like that, probably keep independent because they might modify in VERY specific ways that could be impossible for any other slider to express[/i]) while positive values for that slider would take the eyebrow element up ([i]modifying surprise or sadness, for example.[/i]) So ultimately, the more flexibility the better. Combine things only for increased convenience of control. And make sure the eye movement is also controlled by sliders, and that all the sliders for the face are [i]in[/i] the face section. They are configured like this by Valve for their TF2 and L4D2 high quality models, and are a good setup. I highly recommend looking at how the sliders are set up for the TF2 models for reference. Also notice how some sliders are two specific sliders in one family, differing only in that there's one "child" slider for each side of the face. You can control both at the same time using the master slider, or go further in for more specificity. If anyone with more technical experience in SFM emotion sliders wants to chime in, go for it.[/QUOTE] From you description i assume that SFM facial animation system almost the same as FaceFX. Here is a screenshot of FaceFX studio interface. [t]http://s017.radikal.ru/i402/1305/b0/12cd374dac01.png[/t]
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