• Sonic Playermodels V3
    108 replies, posted
[QUOTE=sonicdevilmod;25654261]thats brawl version for playermodel[/QUOTE] and?
[QUOTE=shad0w440;25858449]and?[/QUOTE] and thats the same thing
[QUOTE=sonicdevilmod;25972033]and thats the same thing[/QUOTE] ??? same thing as what ??? :\ ur confusing me finish ur sentences
[QUOTE=shad0w440;26021745]??? same thing as what ??? :\ ur confusing me finish ur sentences[/QUOTE] never mind
[QUOTE=shad0w440;25404955]11/4/10 OMG another video [media]http://www.youtube.com/watch?v=YJyPC_HVlcc[/media] 11/12/10 DONE! the sonic.smd is fucking DONE!!! now all i need to do is fix some minor errors and im DONE with my first model (im starting to reconsider releasing the models as a pack might just relese them seperatly then turn them into a pack when there all done)[/QUOTE] Very Impressive work, And I agree a seprate releases might work out well
11/12/10 DONE! the sonic.smd is fucking DONE!!! now all i need to do is fix some minor errors and im DONE with my first model (im starting to reconsider releasing the models as a pack might just relese them seperatly then turn them into a pack when there all done)[/QUOTE] Cool, I hope this is a lot better than the out of date, low quality player models from Sonic Heroes. I can already say they look better. I'll be sure to download it as soon as I spot the file on either Facepunch Forums, or garrysmod.org
[QUOTE=SpongicX;26032002]Cool, I hope this is a lot better than the out of date, low quality player models from Sonic Heroes. I can already say they look better. I'll be sure to download it as soon as I spot the file on either Facepunch Forums, or garrysmod.org[/QUOTE] funny thing is the mdl i used in the in the movie is v0.05 its already obsolete im up to v0.8 an the one that will be released is v1.0 so im almost done
[QUOTE=shad0w440;26035845]funny thing is the mdl i used in the in the movie is v0.05 its already obsolete im up to v0.8 an the one that will be released is v1.0 so im almost done[/QUOTE] Sweet [img]http://krystallovers.com/smf/Smileys/krystal/k_e_cool.gif[/img]
Don't forget about the face flexes, 'cause they look less alive if they can't blink either (It's not very good if it's the "He stares into your soul." style). The flex for blinking is "Blink", and remember to handle the other face parts for SWEPs that make dialogues like Dr. HAX or the Heavy Fists [QUOTE=shad0w440;26047472]There already is a bone called taper+2 which was responsible for closing the eyes when u die on the old mdls[/QUOTE]Don't rely on taper+2, use the flexes that the Face Poser in GMOD recognizes (right_open & left_open for example, used on characters like the citizens and the survivors). Taper+2 is TOO generic and will result in them having closed eyes if they DO do a reference pose
[QUOTE=BenjaminTennison;26042446]Don't forget about the face flexes, 'cause they look less alive if they can't blink either (It's not very good if it's the "He stares into your soul." style). The bones for blinking is "Blink", and remember to handle the other face bones for SWEPs that make dialogues like Dr. HAX or the Heavy Fists[/QUOTE] would i have to add that to bone to every animation? there already is a bone called taper+2 which was responsible for closing the eyes when u die on the old mdls since softimage 7.5 cant export smds without meshes i cant add or subtract any bones from the skeleton besides i thought all you needed was a .vtx file
[QUOTE=BenjaminTennison;26042446]Don't forget about the face flexes, 'cause they look less alive if they can't blink either (It's not very good if it's the "He stares into your soul." style). The bones for blinking is "Blink", and remember to handle the other face bones for SWEPs that make dialogues like Dr. HAX or the Heavy Fists Don't bother the taper+2, use the bones that the Face Poser recognizes (right_open & left_open for example). Taper+2 is TOO generic and will result in them having closed eyes if they DO do a reference pose[/QUOTE] What the hell are you on about? Flexes dont use bones, they are Vertex Animations.
There's one thing I gotta ask about that'll probably matter to alot of us waiting. Will there be walking animations for the models if the players are stipped of their weapons?
[QUOTE=OneWingedAngel8;26080149]There's one thing I gotta ask about that'll probably matter to alot of us waiting. Will there be walking animations for the models if the players are stipped of their weapons?[/QUOTE] That would be great actually.
[QUOTE=OneWingedAngel8;26080149]There's one thing I gotta ask about that'll probably matter to alot of us waiting. Will there be walking animations for the models if the players are stipped of their weapons?[/QUOTE] yes i have already put those in the only animation i havent made yet is sitting while driving a vehicle
[QUOTE=shad0w440;26083337]yes i have already put those in the only animation i havent made yet is sitting while driving a vehicle[/QUOTE] Yeah, That deffinetly is something you'll want to add (or create) for the .qc
im considering creating a v3.5 that will contain all of the extra stuff like face flex and jigglebones instead of putting it all in now EDIT: SOVLED TURNS OUT THE ORDER IN WHICH ANIMATIONS ARE LISTED MATTERS im having a little problem and it might even be the only thing standing in the way of uploading these models the aim axis are backwards aiming up causes to model to aim down left aims right etc any ideas how to fix these i have a theroy it might be the aim_9_directions anims heres my (OLD) code: (PS: theres a Half-Life Full Life Concequences reference in there can YOU spot it?) [code]$animation a_body_rot_z_lt "a_body_rot_z_lt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_body_rot "a_body_rot" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_body_rot_z_rt "a_body_rot_z_rt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence body_rot_z "a_body_rot_z_lt" fps 30.00 { blendwidth 3 blend body_yaw -29.734201 29.734280 delta autoplay hidden a_body_rot a_body_rot_z_rt } $animation a_spine_rot_z_lt "a_spine_rot_z_lt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_spine_rot "a_spine_rot" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_spine_rot_z_rt "a_spine_rot_z_rt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence spine_rot_z "a_spine_rot_z_lt" fps 30.00 { blendwidth 3 blend spine_yaw -30.708504 30.708494 delta autoplay hidden a_spine_rot a_spine_rot_z_rt } $animation a_head_rot_z_lt "a_head_rot_z_lt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_head_rot "a_head_rot" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_head_rot_z_rt "a_head_rot_z_rt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence head_rot_z "a_head_rot_z_lt" fps 30.00 { blendwidth 3 blend head_yaw -44.818722 44.818962 delta autoplay hidden a_head_rot a_head_rot_z_rt } $animation a_head_rot_dwn "a_head_rot_dwn" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_head_rot_up "a_head_rot_up" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence head_rot_y "a_head_rot_dwn" fps 30.00 { blendwidth 3 blend head_pitch -22.999983 20.000011 delta autoplay hidden a_head_rot a_head_rot_up } $animation a_head_rot_lt "a_head_rot_lt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_head_rot_rt "a_head_rot_rt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence head_rot_x "a_head_rot_lt" fps 30.00 { blendwidth 3 blend head_roll -10.852424 10.931437 delta autoplay hidden a_head_rot a_head_rot_rt } $animation aim_pitch_down "aim_pitch_down" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation aim_pitch_up "aim_pitch_up" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence aim_y "aim_pitch_down" fps 30.00 { blendwidth 3 blend aim_pitch -50.000000 80.443214 delta autoplay hidden a_head_rot aim_pitch_up } $animation aim_yaw_left "aim_yaw_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation aim_yaw_right "aim_yaw_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence aim_x "aim_yaw_left" fps 30.00 { blendwidth 3 blend aim_yaw -52.500000 52.517399 delta autoplay hidden a_head_rot aim_yaw_right } [/code] Here is my Fixed Code [code] $animation a_body_rot_z_lt "a_body_rot_z_lt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_body_rot "a_body_rot" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_body_rot_z_rt "a_body_rot_z_rt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence body_rot_z "a_body_rot_z_lt" fps 30.00 { blendwidth 3 blend body_yaw -29.734201 29.734280 delta autoplay hidden a_body_rot a_body_rot_z_rt } $animation a_spine_rot_z_lt "a_spine_rot_z_lt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_spine_rot "a_spine_rot" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_spine_rot_z_rt "a_spine_rot_z_rt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence spine_rot_z "a_spine_rot_z_lt" fps 30.00 { blendwidth 3 blend spine_yaw -30.708504 30.708494 delta autoplay hidden a_spine_rot a_spine_rot_z_rt } $animation a_head_rot_z_lt "a_head_rot_z_lt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_head_rot "a_head_rot" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_head_rot_z_rt "a_head_rot_z_rt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence head_rot_z "a_head_rot_z_rt" fps 30.00 { blendwidth 3 blend head_yaw -44.818722 44.818962 delta autoplay hidden a_head_rot a_head_rot_z_lt } $animation a_head_rot_dwn "a_head_rot_dwn" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_head_rot_up "a_head_rot_up" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence head_rot_y "a_head_rot_up" fps 30.00 { blendwidth 3 blend head_pitch -22.999983 20.000011 delta autoplay hidden a_head_rot a_head_rot_dwn } $animation a_head_rot_lt "a_head_rot_lt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation a_head_rot_rt "a_head_rot_rt" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence head_rot_x "a_head_rot_rt" fps 30.00 { blendwidth 3 blend head_roll -10.852424 10.931437 delta autoplay hidden a_head_rot a_head_rot_lt } $animation aim_pitch_down "aim_pitch_down" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation aim_pitch_up "aim_pitch_up" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence aim_y "aim_pitch_up" fps 30.00 { blendwidth 3 blend aim_pitch -50.000000 80.443214 delta autoplay hidden a_head_rot aim_pitch_down } $animation aim_yaw_left "aim_yaw_left" fps 30.000000 subtract mdldecompiler_delta.smd 0 $animation aim_yaw_right "aim_yaw_right" fps 30.000000 subtract mdldecompiler_delta.smd 0 $sequence aim_x "aim_yaw_right" fps 30.00 { blendwidth 3 blend aim_yaw -52.500000 52.517399 delta autoplay hidden a_head_rot aim_yaw_left }[/code]
you should put that in code brackets
[QUOTE=shad0w440;26083337]yes i have already put those in the only animation i havent made yet is sitting while driving a vehicle[/QUOTE] That was one problem with the old Sonic Playermodels. [editline]16th November 2010[/editline] Will this still have the jump flip animation like the old ones?
Awesome work. I can't wait for a release of Sonic and Tails as Player models, I had to give up on the old ones as they were bugged...
[QUOTE=HyperTails;26097838]That was one problem with the old Sonic Playermodels. [editline]16th November 2010[/editline] Will this still have the jump flip animation like the old ones?[/QUOTE] yes
[QUOTE=shad0w440;25404955]Well the sonic playermodels currently out there are old as shit, so I decided to create sonic playermodels for the current build of the source engine. Sonic (regular) Tails These two are the only models im Positive i will make if i can i will do: Knuckles Amy Shadow the problem is that the textures an meshes im using for sonic, HEV sonic and tails come from Luigimari 's SSBB pack as they were the highest quality models i could find and since SSBB models of Knuckles amy or shadow do not exist for the source engine i am not shure if i [/QUOTE] Well if you do Decide to do them you could use the unleashed Amy and The Mario and Sonic Knuckles and Shadow and get some one to Rip and apply the Textures from Brawl there just as good quality.
i have a small problem does anyone know the name of the sequence gmod uses for sitting in a chair? idle_sit? chair_sit? sit_idle?
Good work so far, but if you can do the others, would you do Rouge?
sonic is DONE in every sense of the word expect it to be released here in a few hours
[QUOTE=shad0w440;26653119]sonic is DONE in every sense of the word expect it to be released here in a few hours[/QUOTE] Cool! Thanks for the early Holiday gift! (In my case, it would be an early Christmas gift.) I can't wait to check it out!
excellent i cant wait for the christmas gift
The finished product is amazing.
[QUOTE=Lite :3;26685065]The finished product is amazing.[/QUOTE] thank u :D
~snip~ forgot to check the first post.
Well, I've given it a test run. Perhaps a few bugs, mostly relating to positioning of the eyes, and of the hands during Noclip (spawned a camera to check myself in mid-flight and Sonic's arms occasionally wind up in the "Police! Hands where I can see them!" pose when he's not doing anything else)... but other than that, AWESOME F__KING JOB. I'm sure all the kinks will be worked out of it in time, and they're more than made up for by the fact that we now have a much more workable Sonic player model. Kudos.
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