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Goober5000
10-02-2005, 09:30 PM
No. The Freespace engine does not have the ability to use character models like the Unreal engine. Fox would look like a flying stiff.Now, now, now, let's not be hasty.

This falls under the same category as 3D cockpits. For almost two years, the coders couldn't develop the code for 3D cockpits because there were no models to test it on. The modellers, in turn, weren't willing to do the cockpits because the code for them didn't exist yet. Sort of a catch-22. When a modeller finally did make a 3D cockpit, it was put in-game very quickly.

I'd say we have the same problem here. The reason character models aren't supported is because we've never had a character model to experiment with, despite repeated requests. If one of you guys were willing to give us a character POF with all the joints in the right places, we might be able to do something with it. ;)So I guess nobody cares about this?

Axem
10-02-2005, 09:41 PM
What sort of character model do you need? A normal sized person, or some sort of giant space mecha thing?

Goober5000
10-02-2005, 09:57 PM
Basically anything. If we could have a generic soldier guy with joints at the shoulders, hips, elbows, and knees, plus an interesting landscape, it would probably be possible to knock up a primitive FPS without too much effort. ;)

Axem
10-02-2005, 10:16 PM
Jonathan has a Fox pilot model is the works. Although I'm not sure far along that is. I've also got some reference models for a giant space monkey robot thing. I could see if I could pull something together there.

Jonathan_S47
10-03-2005, 08:43 PM
Jonathan has a Fox pilot model is the works. Although I'm not sure far along that is.


Not very far. I don’t have as much time modeling as I would like. :(

I am not sure if it can be used for this though. My understanding of the POF format is that each object and sub-object can only have one joint. So a model would need to have the arms, legs, ext… be separate sub-objects of the model. Where the fox model I am working on is going to be one solid mesh.

Goober5000
10-03-2005, 11:44 PM
I knew about this already for a long time. I thought it was an exclusive feature for another mod.Nah, not something this major. :)I am not sure if it can be used for this though. My understanding of the POF format is that each object and sub-object can only have one joint. So a model would need to have the arms, legs, ext… be separate sub-objects of the model. Where the fox model I am working on is going to be one solid mesh.So can't you split it into subobjects?

Axem
10-04-2005, 12:43 AM
In any case, my monkey mech is half done. Each color is a different subobject. I hope this amount will be good enough for what is required.

EDIT: More updated pic added.

jc4jc
10-04-2005, 06:12 PM
It would be cool the strife enemy soldiers on the ground or target tanks on the ground. We could also have take off from the gound. Or even have spiecal take offs from launch bays on the Ground. Moblie gound turrets. convy escort and destroy. it would be interesting to try and stop transports from landing ground troops. Oh man, this opened a big can of worms:biggrin1:

Goober5000
10-04-2005, 10:49 PM
Oh man, this opened a big can of worms:biggrin1:That was my intention. :)In any case, my monkey mech is half done. Each color is a different subobject. I hope this amount will be good enough for what is required.Ack! Too much! :eek:

Seriously, that might be too complicated to get working. It's best to start simple and then slowly improve. Can you reduce it to just the eight joints (shoulders, elbows, hips, knees)?

Axem
10-04-2005, 11:20 PM
This any better?

Goober5000
10-05-2005, 07:06 PM
Better, yes. The shoulder-to-elbow and the hip-to-knee lengths are rather shorter than I would like, but they're sufficient. If you can make all the limbs jointed nearly equally (in half), rather than what you have, it would be great. Otherwise, this is sufficient. :)

Actually, to really bulletproof the process, it would be good to have a model with *only* four joints (no elbows or knees) for initial testing, in addition to the above. Would this be possible?

Axem
10-06-2005, 01:59 AM
I could move the joint for the arms down to where they meet the forearm, but I can't do much for the legs without changing the model a lot.

And yeah, I can do a 4 jointed one too. It's just welding parts together. :)

Axem
10-06-2005, 03:24 AM
Super cool, I actually went and split a thread. ;) (Which it needed, as this wasn't really screenshot discussion.)

So, how complete you do need the models? An A+ texture job, or some really quick one. How do you want it set up as a POF? Just set the axes at the pivot points?

Anyway, this is how the 4 joint one is set up.

Goober5000
10-07-2005, 12:03 AM
The four-joint one is perfect. :)

You don't need to do any weird texturing or anything. As long as it works in-game, it should be fine. :)

jc4jc
10-08-2005, 07:03 AM
yeah if this is just for coding then being simpile would be the best. I know from experance that the the more that is required the harder it is to code it. I wish I could help but I have yeat to get my programming skills past command line style programs. I wish i had the time learn.

Axem
10-31-2005, 11:02 PM
Alrighty, I finally pulled together the Monkey Robot with an ultra crappy texture job. Now I don't know how you want it oriented, right now y = 0 is at the feet instead of the middle of the robot. That okay?

Goober5000
11-02-2005, 05:26 AM
Yup. :nod: