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Pitty Projects; Remaking the Carno!
Topic Started: Jul 19 2017, 11:13 PM (5,320 Views)
laelamcpitty
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Hello everyone! I've been watching the community for years now; first as a young child, and now as a young adult. I had always wanted to make my own creations, but thought it was too complex. Well, obviously, I've changed my mind, and thought to give it a go!
I'm completely new game modding of any kind, but after days of scouring over ZT2 Modding and Blender Tutorials, I've begun my first project, remaking the Carnotaurus! I sculpted the model in Sculptris, "dumbed" down the vertices to make sure it was simple, rigged the model, and I'm now animating the actions and almost done with the base skin! I'm hoping to have skin varients added, for male and female, have a baby model (maybe added at a later date haha), but he will have the base game sound files for a Carno, I'm not to skilled at audio.
But I've been so proud of my creation, I felt it was far enough along that I could share with the community. Any tips for exporting, testing, converting, or anything I will have to do next would be MUCH appreciated! I sure hope this goes well!

Here are some images!:
Spoiler: click to toggle


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pantheradude
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This seems very promising let's see how the rest of the community feels
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magpiealamode
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No good hero is a one-trick phony.

I would certainly like to see more! Please keep us updated.
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Zoker.
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Zoker

To be your first design, it looks great.
But it is very difficult to make functional animations for the game, you should use the animations that already have the carnotaurus.

I do not know if you have installed the add-ons you need to blender in order to export in .NIF.
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laelamcpitty
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Zoker.
Jul 20 2017, 12:10 AM
To be your first design, it looks great.
But it is very difficult to make functional animations for the game, you should use the animations that already have the carnotaurus.

I do not know if you have installed the add-ons you need to blender in order to export in .NIF.

Thank you so much! That means alot! :D
I have the addons to import .dat, .bfb, .bf, and .nif installed, but I cannot export .nif, need to find that :yes: ; I've tried to find the animations for the Carno in the game files, but couldn't so I assumed they were the same as T-Rex? If I do find the animations, and I can't complete my animations for my Carno, how would I go about rigging those animations to my creation, if I may ask? I haven't really found a tutorial about something that specific. x)
Also, it is still plausible to create my own animations correct? :o I don't mind a challenge, that is if its feasible! :yes:
(I've been following this tutorial on Youtube that I believe is by Hendrix; I found the links on this forum. :D )
Thank you for any help! :)
Edited by laelamcpitty, Jul 20 2017, 01:39 AM.
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Ignacio
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Ex Corrupt Staff

Yes it is possible to create your own animations for the game. Several have done it already for other animals. You should maybe check for HENDRIX tutorials. He made a series of videos about making new animations for zt2.
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HENDRIX
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-retired-

Might as well drop my two cents here! Kudos to getting this far.

Now I personally would refrain from a sculpting workflow as you need a retopology step (ie. extra work).

You don't need nif scripts to get it ingame, in fact you can not even export them from the "new" blender because the niftools project has been virtually dead for years. Use the BFB format instead - it's vastly superior, anyway.

To take it ingame, you will have to add some extra nodes (import your base animal and add the missing ones) and perhaps fix things up a little. Make sure all those extra nodes and especially the root node are oriented as in the original with an animation loaded. Sometimes the rest pose is different, but only the final, animated pose is relevant.

It is safe to say you are not going to get it fully working at the first try, so here is a list of common issues and what to do to solve them: http://thezt2roundtable.com/topic/30233655/1/?x=0#post10038168
This covers all problems Zerosvalmont, harlequinz ego and myself have encountered so far when creating new skeletons and anims.
Edited by HENDRIX, Jul 20 2017, 05:34 AM.
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laelamcpitty
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HENDRIX
Jul 20 2017, 05:33 AM
Might as well drop my two cents here! Kudos to getting this far.

Now I personally would refrain from a sculpting workflow as you need a retopology step (ie. extra work).

You don't need nif scripts to get it ingame, in fact you can not even export them from the "new" blender because the niftools project has been virtually dead for years. Use the BFB format instead - it's vastly superior, anyway.

To take it ingame, you will have to add some extra nodes (import your base animal and add the missing ones) and perhaps fix things up a little. Make sure all those extra nodes and especially the root node are oriented as in the original with an animation loaded. Sometimes the rest pose is different, but only the final, animated pose is relevant.

It is safe to say you are not going to get it fully working at the first try, so here is a list of common issues and what to do to solve them: http://thezt2roundtable.com/topic/30233655/1/?x=0#post10038168
This covers all problems Zerosvalmont, harlequinz ego and myself have encountered so far when creating new skeletons and anims.
Oh my goodness thank you so much, this definitely helps alot! :worship:

I went through today and added any extra nodes from the original Carno model to my own; but I have a few questions, if that's okay? Not sure if I can ask that here, but to save some space, I'll put it under this...
Spoiler: click to toggle

Thanks for any help/tips/tutorial links guys; its really helped me alot already, I just want to provide the community with a little something in return! d:
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HENDRIX
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-retired-

Technically, you can use the decimate modifier. The result will work, but it probably won't deform as nicely as a mesh with planned topology. If it works, keep it. You can always go back and do the retopo later. For now, try getting a rough prototype ingame.

Actually, the bf export will loop your animations for you, and even take care of transitions between the anims! each fcurves' end tangents will be optimized better than the blender cyclic modifier could do. No need to do it manually!
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laelamcpitty
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HENDRIX
Jul 21 2017, 02:06 AM
Technically, you can use the decimate modifier. The result will work, but it probably won't deform as nicely as a mesh with planned topology. If it works, keep it. You can always go back and do the retopo later. For now, try getting a rough prototype ingame.

Actually, the bf export will loop your animations for you, and even take care of transitions between the anims! each fcurves' end tangents will be optimized better than the blender cyclic modifier could do. No need to do it manually!
Okay cool! If I have any problems, I'll do a retopology, but if not I'll just stick to the mesh I have (Here's hoping! xD)

Oh my goodness that is AMAZING news!! Thank you so much Hendrix, you've really saved my life with this project!! :worship: I'll try to post an update today on my progress so far!
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Ignacio
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Ex Corrupt Staff

So glad you are figuring it out :) Is nice to have another animator in the community :D
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laelamcpitty
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Just a quick update on the project; I've completed the baby model, and I've been working my booty off on animating. It's taking alot more time than I expected, but I'm determined to get this. The basic movement animations are completed, but I keep finding myself circling back to the run/charge animations and changing them, because I just can't get them quite right. I have alot more respect for all of the animators in this community now, its a pain in the butt haha xD
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Croc Master
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Patience is key, you got this!
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laelamcpitty
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Thank you all for so much support - it really is keeping me going! <3
Another quick update! Hard at work on animations still, but I have a few previews of the models, adult and baby! As well as a sneak peak at the melanistic skin I may implement. (I'm planning to add multiple variants per sex, not sure which one will be which yet.)
Anyways, here's some photos!

Spoiler: click to toggle
Edited by laelamcpitty, Jul 24 2017, 05:10 PM.
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Natblida
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Queen of all things clucky

Those little carno arms give me life! Looking good so far!
Those little arms omg
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