Full Body Anne
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Full Body Anne
I've been thinking about this for a while after discovering CE's unlocked polycount for objects. Originally, this started as a remake of my Diane model for RTJP (and will likely be used as a basis for such), but it quickly turned into something different, yet familiar...
I know it's very WIP, but you can see where I'm going with this. She's obviously still missing shoes and a head - was thinking of giving her sandles as that is what I always imagined her to be wearing, considering she went on vacation and her footstep sounds don't really sound like boots or even shoes. Overall, she is based on the Anne from the concept art images as well as the B116 version (as you can see by the shirt). I intend to make her head look like the concept one I re-drew a while ago, which you can see here in the first post:
viewtopic.php?f=132&t=10813&p=116660#p116660
It would be awesome to finally get a full-body model of Anne in the game, even if only to use for scaling purposes or so that we can give her a proper shadow. However, I'd like to go a bit further than that once the model is finished: I'd like to look into getting her left arm to work as well, however only having it do so when she picks up an object. My idea is that she has some extra invisible polygons attached to her left arm bones in her default sub-model; when she picks up an object like a gun or rifle, her sub-model will switch out to one where the left arm is rigged properly to attach to what she is carrying, whether it be a bat, pistol or rifle.
machf, I know you've done experiments on a character with two arms, so specifically I'd like to hear what you think of this approach.
Either way, not sure if I'll get this done in a reasonable amount of time due to being busy with all sorts of other stuff, but I figured I'd show my work so far and put out the two-arms idea for discussion.
I know it's very WIP, but you can see where I'm going with this. She's obviously still missing shoes and a head - was thinking of giving her sandles as that is what I always imagined her to be wearing, considering she went on vacation and her footstep sounds don't really sound like boots or even shoes. Overall, she is based on the Anne from the concept art images as well as the B116 version (as you can see by the shirt). I intend to make her head look like the concept one I re-drew a while ago, which you can see here in the first post:
viewtopic.php?f=132&t=10813&p=116660#p116660
It would be awesome to finally get a full-body model of Anne in the game, even if only to use for scaling purposes or so that we can give her a proper shadow. However, I'd like to go a bit further than that once the model is finished: I'd like to look into getting her left arm to work as well, however only having it do so when she picks up an object. My idea is that she has some extra invisible polygons attached to her left arm bones in her default sub-model; when she picks up an object like a gun or rifle, her sub-model will switch out to one where the left arm is rigged properly to attach to what she is carrying, whether it be a bat, pistol or rifle.
machf, I know you've done experiments on a character with two arms, so specifically I'd like to hear what you think of this approach.
Either way, not sure if I'll get this done in a reasonable amount of time due to being busy with all sorts of other stuff, but I figured I'd show my work so far and put out the two-arms idea for discussion.
Re: Full Body Anne
Well, there's Nedry from the East Dock level. Take a look at him to see how the model had to be arranged.TheIdiot wrote:I've been thinking about this for a while after discovering CE's unlocked polycount for objects. Originally, this started as a remake of my Diane model for RTJP (and will likely be used as a basis for such), but it quickly turned into something different, yet familiar...
I know it's very WIP, but you can see where I'm going with this. She's obviously still missing shoes and a head - was thinking of giving her sandles as that is what I always imagined her to be wearing, considering she went on vacation and her footstep sounds don't really sound like boots or even shoes. Overall, she is based on the Anne from the concept art images as well as the B116 version (as you can see by the shirt). I intend to make her head look like the concept one I re-drew a while ago, which you can see here in the first post:
viewtopic.php?f=132&t=10813&p=116660#p116660
It would be awesome to finally get a full-body model of Anne in the game, even if only to use for scaling purposes or so that we can give her a proper shadow.
Here we go again...However, I'd like to go a bit further than that once the model is finished: I'd like to look into getting her left arm to work as well, however only having it do so when she picks up an object. My idea is that she has some extra invisible polygons attached to her left arm bones in her default sub-model; when she picks up an object like a gun or rifle, her sub-model will switch out to one where the left arm is rigged properly to attach to what she is carrying, whether it be a bat, pistol or rifle.
The "invisible polygns" most likely won't work, as all $ubmodels have to share the same texture and the same number of vertices and polygons (connected in the same way, you can only move them to a different position) as the "regular" player mesh.
Not really, I've theorized on possible ways to do a two-armed mesh, but none of them seem really satisfactory. I lack the proper elements (or the time to make them) to test those approaches.machf, I know you've done experiments on a character with two arms, so specifically I'd like to hear what you think of this approach.
Either way, not sure if I'll get this done in a reasonable amount of time due to being busy with all sorts of other stuff, but I figured I'd show my work so far and put out the two-arms idea for discussion.
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Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
Re: Full Body Anne
Okay, but if the body texture had transparent parts to it, it wouldn't matter since we wouldn't be swapping out textures. The verticies and polygons thing is a bit of a problem though. If you can't re-organize the bones, there's no way to make this work. But then would two arms work if we DIDN'T swap out meshes? Only thing is holding your arm out would make Anne walk like a zombie.Here we go again...
The "invisible polygns" most likely won't work, as all $ubmodels have to share the same texture and the same number of vertices and polygons (connected in the same way, you can only move them to a different position) as the "regular" player mesh.
Re: Full Body Anne
The bones corresponding to the left arm don't move, neither do the ones corresponding to the legs. Any vertices connected to them will stay in the same position.
Look at the various $ubmeshes for Anne or Nedry to see what *can* be done deforming the mesh...
Or look at the latest version of the TC Dilophosaur.
In theory, you *could* switch textures for a part of the player's body (like it's done with the tattoo, or the early version of the TC Dilophosaur), but you'll have to script it to properly work. And the left "arm" (attached to the bones of the right hand and the left shoulder) will look even worse than Anne's elastic arm whenever you move it around.
I've theorized about using interpolated joints to place an "elbow" between the left shoulder and the right hand, but I don't know if it will work...
Look at the various $ubmeshes for Anne or Nedry to see what *can* be done deforming the mesh...
Or look at the latest version of the TC Dilophosaur.
In theory, you *could* switch textures for a part of the player's body (like it's done with the tattoo, or the early version of the TC Dilophosaur), but you'll have to script it to properly work. And the left "arm" (attached to the bones of the right hand and the left shoulder) will look even worse than Anne's elastic arm whenever you move it around.
I've theorized about using interpolated joints to place an "elbow" between the left shoulder and the right hand, but I don't know if it will work...
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
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Re: Full Body Anne
The craziest solution I ever had to giving Anne 2 hands/arms for more realistically handling larger weapons was to use
a dummy arm (CEntityAttached) attached to a rifle and having it appear with the gun when she picked it up and have it
disappear when she dropped it. I can't recall how it all came out though -
a dummy arm (CEntityAttached) attached to a rifle and having it appear with the gun when she picked it up and have it
disappear when she dropped it. I can't recall how it all came out though -
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Re: Full Body Anne
Right, I understand that. The left arm can't be manipulated on its own without doing some heavy rigging.The bones corresponding to the left arm don't move, neither do the ones corresponding to the legs. Any vertices connected to them will stay in the same position.
Look at the various $ubmeshes for Anne or Nedry to see what *can* be done deforming the mesh...
Or look at the latest version of the TC Dilophosaur.
That was my other idea. However I assume that because of its attachment to the right-arm bones, if you rotated your arm at all, the left arm would deform.In theory, you *could* switch textures for a part of the player's body (like it's done with the tattoo, or the early version of the TC Dilophosaur), but you'll have to script it to properly work. And the left "arm" (attached to the bones of the right hand and the left shoulder) will look even worse than Anne's elastic arm whenever you move it around.
I've done that as well, the problem is that the left arm isn't attached to Anne. It looks fine when you have your arm in the default position, but if you rotate your wrist, it looks awful.Rebel wrote:The craziest solution I ever had to giving Anne 2 hands/arms for more realistically handling larger weapons was to use
a dummy arm (CEntityAttached) attached to a rifle and having it appear with the gun when she picked it up and have it
disappear when she dropped it. I can't recall how it all came out though -
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Re: Full Body Anne
Interesting project!
Oh, I think I missed this development. TresCE has removed the triangles restriction for models?TheIdiot wrote:I've been thinking about this for a while after discovering CE's unlocked polycount for objects.
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Re: Full Body Anne
Evidently yes. I don't remember this being mentioned anywhere during the development and only discovered it after accidentally importing a mesh with more triangle than the limit and loading up the level, only to find that it worked anyway! I would still try to keep the polycount low though as at the moment I'm unsure of how Tres handles these high-poly models.Oh, I think I missed this development. TresCE has removed the triangles restriction for models?
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Re: Full Body Anne
I don't know if it removed the limit, but it allows those meshes to load and not crash the level. I think it is one of the notes but he couldn't say if it will load properly in-game or not.TheIdiot wrote:Evidently yes. I don't remember this being mentioned anywhere during the development and only discovered it after accidentally importing a mesh with more triangle than the limit and loading up the level, only to find that it worked anyway! I would still try to keep the polycount low though as at the moment I'm unsure of how Tres handles these high-poly models.Oh, I think I missed this development. TresCE has removed the triangles restriction for models?
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"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
Re: Full Body Anne
Hmm, then maybe there would be rendering errors with a high-poly mesh? It definitely doesn't crash the game, and GeomAdd will still report the error for you.I don't know if it removed the limit, but it allows those meshes to load and not crash the level. I think it is one of the notes but he couldn't say if it will load properly in-game or not.
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Re: Full Body Anne
Oh, nvm. This is what I was thinking of: "Render limits increased to handle more polys and (hopefully) not crash if exceeded, instead objects partially or completely disappear from view if exceeded"TheIdiot wrote:Hmm, then maybe there would be rendering errors with a high-poly mesh? It definitely doesn't crash the game, and GeomAdd will still report the error for you.I don't know if it removed the limit, but it allows those meshes to load and not crash the level. I think it is one of the notes but he couldn't say if it will load properly in-game or not.
But maybe that is what made higher poly models to actually load and not crash.
Active project: Trespasser: Isla Sorna
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
Re: Full Body Anne
That's what I was thinking of. I don't know if the polygons are actually hidden or not though. I believe what that note is referring to is instead when you have lots of objects on the screen and the game would crash because it couldn't handle it.Oh, nvm. This is what I was thinking of: "Render limits increased to handle more polys and (hopefully) not crash if exceeded, instead objects partially or completely disappear from view if exceeded"
But maybe that is what made higher poly models to actually load and not crash.