• Pokémon Ragdoll Thread: 4th Generation
    1,246 replies, posted
In two loosely-related notes: I made Existentially-Dubious Emerald and Blatantly-Nonexistent Sapphire skins for an SFM May port I did as a tiny side-side-project. [T]http://i.imgur.com/LgmYnEu.png[/T] Using bodygroups as skingroups feels really hacky, but Valve really doesn't give many choices to content creators and I'm already using the skin slots for the eye sheets. [sp]I dunno if RTB would rather do the porting, but if it's not A-OK with him, I'll promptly cease and desist. I wouldn't want to deface his hard work by butting in uninvited. I know some content curators can get a sort of familiar appreciation for their work that dissipates if someone starts doing stuff with their work without being asked to, and I dunno if this is the case.[/sp] While fidgeting around with SFM, I also found that Kecleon's Model preview is comically fitting: [IMG]http://i.imgur.com/8VRAeWR.png[/IMG]
Any updates on 100MegaShock's Zangoose port?
I really wouldnt bother because it looks nothing like the real thing and wait for the XY model instead
[QUOTE=The100MegaShock;46390392]I really wouldnt bother because it looks nothing like the real thing and wait for the XY model instead[/QUOTE] it looks fine though?? stop beating yourself up like that since i don't want to fill this thread up with another useless post only dedicating to talking about dumb things, i'll just post this and say that i have no plans on releasing this ever until i figure out how people managed to have smooth corners around bodygroups [img]http://imgkk.com/i/z1ao.png[/img]
Hey Prawn, if you're getting Greninja from X and Y (or if it's RTB cuz i'm a bit confused right now) there's some things i'd like to know. Can we use the eye poser on his eyes? And is he gonna be flexible so i can pose him just about any way i want? Like make him do his signature pose in X and Y or Smash. [thumb]http://cdn2.vox-cdn.com/assets/4263895/smash_bros_greninja.jpg[/thumb] Like that for example.
[QUOTE=Sgt. Lulz;46383176][sp]I dunno if RTB would rather do the porting, but if it's not A-OK with him, I'll promptly cease and desist. I wouldn't want to deface his hard work by butting in uninvited. I know some content curators can get a sort of familiar appreciation for their work that dissipates if someone starts doing stuff with their work without being asked to, and I dunno if this is the case.[/sp][/QUOTE]At this point I don't think it even matters anymore, there are already two other May ports (one for SFM and a player model for Garry's Mod) and I have a feeling at the rate I'm getting things done it'll be another month or two before I get my own port done. It's survival of the fittest here, ever since I uploaded that to The Models Resource (after I got pestered about it a buncha times earlier). If you want to do so, go ahead.
Did someone say survival of the fittest? Free steroids and muscle building protein shakes! Get 'em while they last! But, seriously, I have nothing to do until about Feb 20th so I'd REALLY love some textures to edit please. If you want my "resume", look at the shiny Unova starters, lilligant and petilil, and krookodile (which was not too good because black to yellow is hard) skins. And those were before I got photoshop and learned better skills
Getting peer pressure sucks, I feel you. Best thing you could do is take a more aggressive defensive stance, you're offering the public a damn good service effectively free of charge. You should tell people that keep complaining to suck it up and wait on your actions. They're not paying and they aren't entitled to anything. That aside, I gotta say, I've always been a fan of your work. Models-resource has been a godsend countless times for me, and your ports are really top-notch. You really deserve far more merit than you get, and the fact that you actually provide the source files for everything major to boot just makes it so much better. All I can really say is thank you for everything.
I don't think it's really going to hurt to have 5 different ports of the same model floating around the workshop. It's not like everyone's going to wind up using just one of them. Each of them would have their chance to be utilized I'm sure. There might even be subtle differences in how they were ported that might matter to some people as well.
Somehow I doubt it. Regardless, whatever can be done, I'm sure RTB will do it when he has time. Having multiple of the same model CAN actually end up making Workshop uploads hurt each other, from experience. It's really not nice at all (read: you're an asshole if you do this) to upload a rushed version of someone else's work just to have a little 'minute of glory' at the expense of the person doing ALL the heavy lifting, even moreso if you barely did anything at all. Having taken a look at most of the things people Workshopped, most of them are extremely hastily made, and the other ones are just SFM which barely requires any porting know-how to begin with. (That said, I HAD considered pooling together RTB's efforts and what I've learned from CaptainBigButt's playermodels and making fully-operational playermodels of Calem, Serena, May and Brendan, but I'm going to hold that thought if it doesn't sit right with him. I'd rather be in a position that sticks to my morals than work against someone for no real reason.) One of the ports (Lysandre) on the SFM workshop already doesn't even properly credit RTB for what he did. The way I see it, if you're really SO impatient that you ABSOLUTELY cannot wait for the creator to finish something they can't currently work on for whatever reason, for the love of god, keep it to yourself. It's not that hard to stop yourself from trying to do someone else's work.
Well yes, rushing just to be the one that gets them out first is wrong, but taking work off of someone else's workload isn't. Not everyone has as huge of a workload as RTB and some people might cherry-pick which models they want to port, or different priorities in which order they want to port things... I see nothing wrong with that.
okay wow there needs to be a easier way to do this because copypasting stuff is tedious as hell just to get smooth corners for bodygroups [img]http://i.imgur.com/ryD8cui.gif[/img] but hey atleast it works!!
[QUOTE=Flaming Neko;46399718]okay wow there needs to be a easier way to do this because copypasting stuff is tedious as hell just to get smooth corners for bodygroups [img]http://i.imgur.com/ryD8cui.gif[/img] but hey atleast it works!![/QUOTE] Great job with that. I could just imagine that one song playing in the background, that'd be funny. You know the one.
[QUOTE=The100MegaShock;46390392]I really wouldnt bother because it looks nothing like the real thing and wait for the XY model instead[/QUOTE] No it doesn't, in my opinion it looks better. X/Y Zangoose is very flat, expression-wise. You've given it quite a bit more spark, more personality. [editline]t[/editline] And of course your texturework is vastly superior to the X/Y rip, looking much cleaner up close. Personally I'd rather have yours ported than the official one, you've made something more... Photogenic, than Gamefreak did. Call me a fan.
The X/Y modelers probably didn't have the luxury of putting as much effort as possible into their models (but that's not to say they didn't put in a lot, as I am sure they did), as they probably had deadlines to meet, so one person dedicating work into one model without a deadline could ultimately wind up with a superior model.
As I'm aware, but I just think 100MegaShock did a better job overall, as you'd expect from someone making something because they like it, rather than just because they're paid to. If it came down to a choice between the two, I'd rather have that one than the official model. I don't believe I'm alone in this preference, either. [editline]t[/editline] [QUOTE=Flaming Neko;46399718]okay wow there needs to be a easier way to do this because copypasting stuff is tedious as hell just to get smooth corners for bodygroups [IMG]http://i.imgur.com/ryD8cui.gif[/IMG] but hey atleast it works!![/QUOTE] Can't wait to get ahold of this, seems really close to being done
[QUOTE=Everything;46400319]As I'm aware, but I just think 100MegaShock did a better job overall, as you'd expect from someone making something because they like it, rather than just because they're paid to. If it came down to a choice between the two, I'd rather have that one than the official model. I don't believe I'm alone in this preference, either.[/QUOTE] Actually I was taking your side on the matter. Was directed more to 100MegaShock.
[QUOTE=Flaming Neko;46399718]okay wow there needs to be a easier way to do this because copypasting stuff is tedious as hell just to get smooth corners for bodygroups [img]http://i.imgur.com/ryD8cui.gif[/img] but hey atleast it works!![/QUOTE] The lack of proper skingrouping is easily the worst "fuck you" Valve has ever thrown into Source. The skin system is clearly set up to work much like bodygrouping, yet it isn't. I don't understand what they did or why they did it, but it's not smart.
If it works like anyone else's engine, it's not Valve enough Has to be as obtuse as possible [editline]t[/editline] But seriously though, I can't wait to finally be able to use that thing
Ok. Atm I have the textures for Mega Lopunny mostly done following the AO pass save for going back and smoothing out some of the shapes on its neck and the brown spots on its legs. After which I can get back to adding joints to the ears and tackling eye groups / face flexes. I'm sure I'm doing something terrible with the physics hulls though as they're coming out with a bunch of verts missing and simplified compared to the original file.
- eh, snip -
[t]http://i.imgur.com/QWwKH3B.jpg[/t] Model made by [B][URL="http://the100megashock.deviantart.com/art/Zangoose-3D-Model-Release-463490042"]The100MegaShock(XYZ)[/URL][/B] [URL="https://dl.dropboxusercontent.com/u/47662058/projects/Zangoose_xyz/Zangoose_xyz.rar"][B]SFM Download[/B][/URL] [URL="https://dl.dropboxusercontent.com/u/47662058/projects/Zangoose_xyz/pokemon_zangoose_xyz.py"][B]SFM IK Rig Download[/B][/URL] (i'll update this tomorrow since this is pretty much a basic rig and doesn't have the tail/ears/claws/etc included so you'll have to tell sfm to show you hidden stuff) [B]16 L&R Separate Eye Bodygroups[/B] [B]16 Mouth Bodygroups[/B] [B]3 Claw Bodygroups[/B] [B]4 Skins total [/B]with the 2 being custom .vmt's that have a lightwarp, and also so that you can modify that stuff to your liking [B]4 Extra Lightwarps[/B] that you can use to replace over the current lightwarp, [URL="http://facepunch.com/showthread.php?t=1186663&p=36100497&viewfull=1#post36100497"]you can also go ahead and make your own since they're really easy to make![/URL] alright, well, it's done, [I]i guess[/I] the rig itself is a bit tricky to work with because i haven't touched the rig [B]at all[/B], i've only done things so that engine doesn't yell at me and you can see it nice and pretty, but the rig shouldn't be too much of a problem if you're patient with it! and familiar with the basics of sfm. i've also kind of turned a blind eye towards the closed claw thing since i had no idea how i would go around with it so i deleted it and only just thought of a way to do this, but i'm too scared to break anything so i'll leave it at that i don't know if i can port this to gmod since i'm awfully new to this kind of stuff, even though i heard it's pretty easy to make physmodels or whatever, but eh!! i'd rather have someone else do this and if nobody picks it up, i can try it next week or something. [B]also please, please thank megashock for this gorgeous [URL="https://www.google.lv/search?client=firefox&hs=Ovm&rls=org.mozilla:en-US:unofficial&channel=sb&q=gorgeous&spell=1&sa=X&ei=RjxZVNqGHY7UatL1gagF&ved=0CBkQvwUoAA"][B][/B][/URL]model, it's honestly pretty nice.[/B]
I'm running into several bloody caveats while trying to port Diancie to SFM. My current layout has the eye skins as bodygroups, mouth skins as skingroups and full reskins as completely seperate models entirely, which DOES work, but it seems extremely clunky and unoptimized. I'm absolute crap at VTAs and I'm honestly kind of afraid of editing the base SMDs to that extent. Does anybody have better ideas? [editline]cock[/editline] After having a think about the theoretics of the trainer customization system, I think I've reached a conclusion. THEORETICALLY, the main body could consist of a base mesh with 8 base bodygroups to make way for the hair and the clothes as bonemerges, with 3 bodygroups for skintones and however-many skingroups for eye expressions, with the eyes bound to a $blendtintbybasealpha mask. Hairstyles would be 5 skins and 16 bodygroups, and all clothing items would be their own models with $bonemerges and either skingroups or $blendtint for the colors. Textured-in clothes would have to be either 1: slightly upscaled to avoid polygon conflicts and make up for the extremely hacky system, or 2: given their own skintone bodygroups, with 2 being the somewhat preferrable option. Man, Game Freak really does NOT fuck around with customization.
[QUOTE=Flaming Neko;46406092]i don't know if i can port this to gmod since i'm awfully new to this kind of stuff, even though i heard it's pretty easy to make physmodels or whatever, but eh!! i'd rather have someone else do this and if nobody picks it up, i can try it next week or something.[/QUOTE] Considering I can't use SFM worth anything, guess I'm waiting a week. Dangit. :v: [editline]t[/editline] I've found a very, very roundabout way to use it in Garry's Mod (prop_dynamic_create and bone editor), but it's still so incredibly unwieldy without a physmodel. I'll hold off on actually using it until that point, I think. I'll be able to do a lot more with it then, I can get more done faster with a ragdoll than exclusively bone manipulation.
Does Source support complicated flexes on body parts? Its regular claws can be bent into the clenched position with a lot of bones and manual edge tweaking. Though, you would need a lot of inbetween steps otherwise it'd just collapse on itself trying to morph from A -> B.
It might just be easier to play it safe and make various claw bodygroups (folded, 1/4 extended, 1/2 extended, 3/4 extended, fully extended) You can set them up as fingers, but they'll have obvious joints, and there isn't much you can do about that AFAIK. [editline]t[/editline] I vaguely remember something about being able to "smooth" joints, but I can't find anything on it.
Been messing around with the new effect stuff i got off the workshop and i managed to do a nice looking Water Pulse. [thumb]http://i.imgur.com/UADfzzk.jpg[/thumb] Not the best there can be but it's still fun. Also the snow has arrived! YAY!
An hour of finessing sliders later... [t]http://i.imgur.com/HagPzfv.jpg[/t] Like I said, it DOES work in Gmod, but it currently lacks key pieces it needs to work PROPERLY. I have no experience in building physmodels or making ragdolls. Now I kinda wish I did.
[URL="http://img.ctrlv.in/img/14/11/05/545a736aa0b60.png"]well, the physics model is done![/URL] but! it needs some tweaking which i'll either get around doing today or tomorrow and post it here. everything else that doesn't have a block inside of it will require you to use a tool that moves/rotates bones since source supports only 32 physical joints or whatever. after i'm done with that, i'll look into the bendy claws, fix the floating carpal pad, and maybe tweak the rigging around the arms. also, if there's any issues with the model that i don't know of, please add me on [URL="http://steamcommunity.com/id/Kirex-/"]steam[/URL]! i'd rather want to keep this thread safe from unnecessary bumps, so if there's anything else you're curious about or want me to fix/tweak/add, then please tell me on steam!! edit: [t]http://i.imgur.com/BUUdxf2.jpg[/t] [URL="https://dl.dropboxusercontent.com/u/47662058/projects/Zangoose_xyz/Zangoose_xyz_gmod.rar"]GMod Download[/URL] i don't use gmod as much, so, tell me if there's something you're unhappy with and i can try and fix it! spawn the model on the wall or try and rip it out from the ground since the tail goes under. i'll work on and see if i can slip in fingerposing for the claws and toeposing for the feet right now. edit: ughhhhh the bodygroups aren't smoothed anymore give me a minute. edit: i think it's okay now?? if you grabbed this before seeing all these edits, download it again to get the fix.
[t]http://i.imgur.com/3PlXiwh.jpg[/t] Looking good and working well so far. Several updates have been made to the posted download above, including a variant with no ear physics/collision, and one which is static.
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