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| Jurassic Park Pack; Dinosaurs from Jurassic Park | |
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| Topic Started: Oct 11 2017, 10:41 AM (7,676 Views) | |
| Croc Master | Dec 22 2017, 08:48 PM Post #16 |
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I'm gonna have to go with the more greenish skin on the right
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| Cole12345 | Dec 22 2017, 09:14 PM Post #17 |
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future zoologist in the making...
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I agree with Croc Master.
Edited by Cole12345, Dec 22 2017, 09:14 PM.
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| Chickenator222 | Dec 24 2017, 03:14 PM Post #18 |
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I also prefer the one on the right |
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| ChunkMasterBlast | Dec 29 2017, 05:25 PM Post #19 |
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Starting designer
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I also prefer the one on the right. The green just looks better in the JP style tropical rainforest paddocks. Otherwise it will look a little odd in my opinion. Btw, it just looks fantastic dude! Keep up the good work! |
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| Howard3DG | Jan 16 2018, 01:45 PM Post #20 |
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Howard3DG
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Hey guys, sorry no update in so long, but I appear to have hit a couple of fairly major problems that I don't know how to work around, done a lot of reading into it, but can't work out what to do. Currently when I try to export the tyrannosaur model into .bfm format I just get an error message (See below) and I'm not sure what's going wrong:![]() Secondly I've hit a few problems with exporting animations. Currently blender just crashes when I try to do it, but previously I just keep getting error messages. I'm using the scripts provided, and followed the instruction to add * in front of all animation names, but it just keeps on crashing. If anyone knows anything about what I could be doing wrong or any work arounds please let me know cause I'm stumped If you need any more specific information please feel free to ask Cheers guys, hopefully I can get this sorted quick and get the rex released.Finally cheers for the feedback on the Metriacanthosaurus skin, I think I'm inclined to agree with the green one, it's more interesting than two shades of brown
Edited by Howard3DG, Jan 16 2018, 01:46 PM.
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| pantheradude | Jan 16 2018, 03:05 PM Post #21 |
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it makes me ultra happy and excited to hear/see anything jp/jw related being made for zt2 since im a mega fan of the series. the rex model looks similar to the jpog model while the raptor not quite its eyes are a tiny bit too big |
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| Howard3DG | Jan 16 2018, 06:37 PM Post #22 |
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Howard3DG
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Yeah that's fair, but I should just say that the current raptor model is based off of those from the first film and the lost world, those of 3 do have considerably smaller eyes, and JPOG seemed to base its raptor off of that, I was going more in the direction of the original look
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| Howard3DG | Jan 18 2018, 04:08 PM Post #23 |
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Howard3DG
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Some very good news! I have finally managed to sort the animation export problem! And I think I've got a work around for exporting the BFB model, in that when I export initially the actual model seems to be elevated above the armature, and is larger than the armature. However if I import the bfb then edit the sizes and height back to normal, then export the bfb again it seems to work fine One step closer! (If this is completely wrong please let me know! haha xD)
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| Howard3DG | Jan 19 2018, 01:03 PM Post #24 |
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Howard3DG
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Some good and bad news. So I have now got the T rex in game, I can place it and it, there's an icon pic and all the rest. however, there is a few issues with it. 1. It only walks in place. no animation moves forward, but this might be an issue with my original animations. 2. The model is sunk into the ground so only the top half is visible at all times. I don't know what is causing this. 3. It can't be placed near anything, or vice versa, again I don't know what that's all about. 4. It can be selected even when not hovering on it, I think this is linked to 2 &3. 5. It makes no sounds. 6. The arms seem to have folded back on themselves and the lower jaw is too far forward and up. As usual if anyone has any suggestions they'd be very useful haha
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| Thom | Jan 19 2018, 01:30 PM Post #25 |
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Master Of Quack Fu
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Sounds like you need to take a look at the collision data;) |
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| Howard3DG | Jan 19 2018, 03:12 PM Post #26 |
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Howard3DG
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Hmm I’m not sure, I think the issue might stem from the rigging, as it’s doing the location shift and distortions in blender when I add an animation upon importing. Is it possible it’s because I don’t have key frames for the T-Rex nodes as I added them after animating.... |
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| Howard3DG | Jan 19 2018, 08:07 PM Post #27 |
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Howard3DG
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Latest in the saga of problems, anyone got any suggestions for what's going on here, cause I haven't got a clue![]() Background info: Animated with nodes copied over from vanilla T rex. Exported animations. Deleted IK controllers, exported BFB. Not sure what's going on with the arms, dunno if anyone's got a fix for this (sorry about the bombardment, but I'm very new to coding). If I remove the nodes it is distorted and sunken into the floor. If I add the nodes it levitates and distorts more. Either way there is distortion going on that I don't know the source of. |
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| pantheradude | Jan 19 2018, 08:24 PM Post #28 |
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ohhh.... poor rex.... quick someone call muldoon to put this thing out of its misery, on a more serious note that looks bad i couldn't help you even if my life depended on it, but at least its a step in the right direction. |
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| Acinonyx Jubatus | Jan 19 2018, 10:08 PM Post #29 |
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I AM THE UNSHRINKWRAPPER!
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Hmmm... Did you bake the constraints before exporting the animations? |
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| Howard3DG | Jan 20 2018, 08:04 AM Post #30 |
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Howard3DG
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I think this may be what’s wrong. I bake the constraints, which gives me two armatures. Do I use the new one generated by baking or the old one when exporting? I used the old one, but I’m thinking this might be part of the problem |
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If you need any more specific information please feel free to ask

And I think I've got a work around for exporting the BFB model, in that when I export initially the actual model seems to be elevated above the armature, and is larger than the armature. However if I import the bfb then edit the sizes and height back to normal, then export the bfb again it seems to work fine 



