[QUOTE=StupidUsername67;41001007]I've been using them on and off for some animation stuff and the only thing I have to complain about is that they have a messed up skeleton. it's like half custom and half valve rig, but the valve rig is broke or something. really hard to animate with.
[editline]11th June 2013[/editline]
high quality job regardless.[/QUOTE]
I can probably explain that kinda. Some of the rigging on the original models was a bit iffy and when I was fixing it up to a certain level, I fixed it with gmod physics in mind. I didn't need a lot of helper bones and a bunch of secondary bones are just attached to a primary one.
As to the eyes, if I find out what the QC commands needed to get them correctly working I can recompile all the heads. It's probably just a few lines in the QC.
[QUOTE=wraithcat;41001136]As to the eyes, if I find out what the QC commands needed to get them correctly working I can recompile all the heads. It's probably just a few lines in the QC.[/QUOTE]
Allow me.
flexcontroller eyes range -45 45 eyes_updown
flexcontroller eyes range -45 45 eyes_rightleft
[QUOTE=wraithcat;41001136]I can probably explain that kinda. Some of the rigging on the original models was a bit iffy and when I was fixing it up to a certain level, I fixed it with gmod physics in mind. I didn't need a lot of helper bones and a bunch of secondary bones are just attached to a primary one.
As to the eyes, if I find out what the QC commands needed to get them correctly working I can recompile all the heads. It's probably just a few lines in the QC.[/QUOTE]
it was pretty confusing at first because I had just recently learned how to properly use sfm but I eventually figured it out in the end :v:
also I guess this is a bit relevant. a very early wip animation for a valkyrie landing.
[media]http://www.youtube.com/watch?v=VhUX2kVHNFw[/media]
[QUOTE=wraithcat;40999620]Considering they worked in SFM before it should work without issues as well.[/QUOTE]
When I tried them out, they loaded up just fine but the rig script was incompatible. That is a major obstacle for animation with these guys.
[editline]11th June 2013[/editline]
Fantastic heads by the way.
^that's probably because it's a gmod setup. Majority of the skeleton is the original one with stuff like finger bones hand bones and the like renamed or replaced for hand posing.
Now I could try renaming the whole Skelton to the valve biped, but I doubt that would help really. Someone will just have to make a new ik dog from scratch.
Now I can provide sources for all of my models if that helps in making the ik, but I don't use sfm so can't do it myself.
As a rule of thumb as skeletons go. Csm and am are onthe same one. Renegades, male ig and female ig share bones. The included sister is on a custom rig. The sister imcscratch hacking will be on the valve biped and the irks probably all have custom skeletons.
Also no one has ideas for male heads, really? :-P
Edit
Also pardon the weird words at times. Phone autocorrect, will edit them out once I get to a computer.
Probably late as hell but is there a way to make a separate model of the mask with or without the goggles?
[QUOTE=Joazzz;40628536]Or[B][U][I]k[/I][/U][/B] ships of certain type still look roughly the same, just like how Wartrukks are built from bits and pieces and still look the same. the greenskin tekknologikal knowhow is hardwired into their genetics so it kinda makes sense that they build stuff of roughly the same shape
also i believe this thing was in the game
[img]http://joshuabuchanan.com/Images/40k_apocalypse/9_20_ork_minelayer.JPG[/img][/QUOTE]
There's also that big Kroozer thing that the warboss had (the one that you wreck at the beginning). I'm fairly certain there was a model for that.
Got my hands on Maxpayne 3 heads by Bloocobalt so using those on the males for now.
[t]https://dl.dropboxusercontent.com/u/6252145/misc%20ports/d2_coast_040001.jpg[/t]
So I am currently planning a video that will involve these models in some way, if that's alright with you wraithcat. I'm going to spend the next few weeks trying to figure out making IK rigs for them.
Also, I figured I could modify the DoW 2 chimera a little bit to have animated tracks as a skingroup...so I did just that.
[img]http://farm8.staticflickr.com/7417/9040648632_ceec608730_o.gif[/img]
[img]http://farm4.staticflickr.com/3736/9040647910_941a826eff_o.gif[/img]
If you guys would like me to upload them, let me know.
[QUOTE=wraithcat;41027433]Got my hands on Maxpayne 3 heads by Bloocobalt so using those on the males for now.
[t]https://dl.dropboxusercontent.com/u/6252145/misc%20ports/d2_coast_040001.jpg[/t][/QUOTE]
Actually Ninja Nub made those.
[I]~The more you know~[/i]
[QUOTE=pvt.jenkins;41031235]Actually Ninja Nub made those.
[I]~The more you know~[/I][/QUOTE]
In that case props to ninja. I was told they were from Bloo so yeah :P.
So anyone willing to test the current stuff? It's still in places, some of the faceposing isn't done or isn't final, same with a number of bodygroups. But could use a few generic tests.
[URL]http://www.mediafire.com/download/hvecswoulje9q1z/wh40k.zip[/URL]
Some stuff in this pack that's new. Both heavily WIP
[t]https://dl.dropboxusercontent.com/u/6252145/misc ports/ork_boy.png[/t]
[t]https://dl.dropboxusercontent.com/u/6252145/misc ports/female96.png[/t]
Also working on a renegade head, which isn't in the pack yet.
[t]https://dl.dropboxusercontent.com/u/6252145/misc ports/IG_renegadehead.jpg[/t]
[QUOTE=wraithcat;41031557]
Some stuff in this pack that's new. Both heavily WIP
[t]https://dl.dropboxusercontent.com/u/6252145/misc ports/ork_boy.png[/t][/QUOTE]
Do's I see wot I finks Oi see?
Cuz Aye finks I sees me a lad dere.
Actually, someone should try to reskin the shoota and choppa boyz into Deffskull gits.
Den da WAAGH! will rilly get ta krumpin'.
So the new bodygroups won't be reuploaded until the new models are finished, am I correct?
These are the current bodygroups more or less.
Female
[code]
$bodygroup helmet
{
blank
studio helmet
}
$bodygroup pauldr
{
studio cheap_pauldron
studio pauldrons
}
$bodygroup knee
{
blank
studio knee_guard
}
$bodygroup bag
{
blank
studio ..\bag
}
$bodygroup bag
{
blank
studio ..\srg_marks
}
$model "body" "body"
[/code]
Male
[code]
$bodygroup helmet
{
blank
studio helmet
}
$bodygroup pauldrons
{
studio ..\trooper_pauldrons
studio ..\Officer_pauldron
}
$bodygroup greaves
{
studio ..\trooper_greaves
studio ..\Officer_greaves
}
$bodygroup kneepads
{
blank
studio ..\Officer_kneepads
}
$bodygroup serg_chest
{
blank
studio ..\Serg_chest
}
$bodygroup chest
{
blank
studio ..\Aquila_chest
}
$bodygroup backpack
{
blank
studio ..\backpack
}
$bodygroup pouches
{
blank
studio pouches
}
$model "body" "body"[/code]
Orks? There's only a few things which can express the entire thread's gratitude.
[QUOTE=Wlfius28;41054522]There's only a few things which can express the entire thread's gratitude.[/QUOTE]
here's one:
[img]http://files.1337upload.net/waaagh.png[/img]
This is probably a stupid question but I'm a total noob at everything and didn't really read all 17 pages but... Will these IG models ever be animated? Even at least with the Civilian anims from HL2?
[QUOTE=scraggyjohn;41208574]This is probably a stupid question but I'm a total noob at everything and didn't really read all 17 pages but... Will these IG models ever be animated? Even at least with the Civilian anims from HL2?[/QUOTE]
General answer is - no. Unless someone is willing to rerig them to the valve biped.
[QUOTE=wraithcat;41209994]General answer is - no. Unless someone is willing to rerig them to the valve biped.[/QUOTE]
Shame. Would've been awesome to see these in an RP
[QUOTE=scraggyjohn;41215891]Shame. Would've been awesome to see these in an RP[/QUOTE]
Well you could always try learning the basics of rigging and do it yourself. It's just two bodies a male and female. if you feel like investign the time, it wouldn't even be too much work.
Assuming that these are the two models you wanted generics on, I done two quickies before I hop into bed.
I know I suck at posing but meh, it's just a tester to see how they go. (Female didn't have faceposing so I just made head dead :P)
The Shoota has very difficult to pose arms, or atleast with a physgun that is, not sure if that's noteable or not.
On the hull they're great, will certainly come in handy!
[thumb]http://cloud.steampowered.com/ugc/630784765129276171/6C73A1BA4FD79D734DE7D0216D8462E136F3356C/[/thumb]
[thumb]http://cloud-2.steampowered.com/ugc/630784765129471785/12293FC2335F09E658ECEB221EB345A26FCEFD7F/[/thumb]
I am willing to try and rig these models, only problem is that I can't find a decent tut on how to do it :/
adding some stuff to my marines ATM. i finally fixed the heresy backpack height and gave the legs some of those studs that are usually seen on shoulder pads. also going to give the Power Fists some Lightning Claw (pre- and post-heresy) and Chainfist bodygroups
i plan to start adding to the terminator as soon as i'm done with these
[editline]1st July 2013[/editline]
[img]http://files.1337upload.net/GerYourHeresyOn.png[/img]
the shoulder studs won't look as fuckhuge when i've removed the black "holes" from the actual pauldron's texture
here's a test skin i put together real quick
[img]http://files.1337upload.net/WorldEaters.jpg[/img]
total loyalists, no heretics here no sir
For some reason I get a huge nerd boner for Blood Ravens (Or Imperial Fists) in Mk 6 Power Armor
[QUOTE=scraggyjohn;41262894]For some reason I get a huge nerd boner for Blood Ravens (Or Imperial Fists) in Mk 6 Power Armor[/QUOTE]beakie armor best fucking armor
watch, someone ports it from Space Marine along with the other armors and undoes all my hard work
[editline]1st July 2013[/editline]
should i try to do a Contemptor Dreadnought with Terminator, Marine and Dreddy parts after i'm done with the Terminator's bodygroups?
Once you've finished the armors could I suggest a standard that fits onto the backpack as a bodygroup? Then people can make their own skins for it aswell