nemyax on 24/4/2014 at 11:46
SeriousToniApparently
PinkDot is focused on item 4 on your list. Once that is ready, the community can implement items 1 and 3 (item 2 doesn't involve 3ds max). Because, as you correctly noted, that amount of work is too much for one person to do.
Quote Posted by SeriousToni
Redo the clunky animations (which will be the hardest thing to do)
Animating in max isn't hard if you know how. You've got bones, skinning, IK, constraints, a dope sheet and a curve editor. And the bone makeup of Dark Engine characters is laughably basic. But what good are the animations you create if you can't export them? =)
PinkDot on 24/4/2014 at 13:07
Quote Posted by SeriousToni
Very impressive - this will make good use in the New Dark! Thank you for your development!
But one question: Why do you want to import animations into 3ds max and create a tool for it? Wouldn't it be much easier and faster just to exchange the models? You take the low poly model and enhance it with more details. Or am I wrong? :/
If you're going for a quality, rather than just simply more polygons rendered on screen then it's not that simple. Higher detailed mesh requires different UV layout. This requires new textures. So the higher poly models need to come with new textures at the same time. Not to mention skinning problem - you can't use the native dark engine approach (joint planes) for dense meshes.
Making the animation tools first, I think is a smaller project than re-modelling all the characters. It will be more useful for the community, once released, as it will open a door to new creative possibilities.
Cleaning up the clunky animations will require a lot of work, probably, but most of all - some global plan. You can't just fix one motion clip, so it looks nice. You need to make sure that transitions between motion clips are smooth - feet are at the same positions etc... This requires certain level of sophistication of the tools, saving poses from one animation and loading into another etc..
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Later on I do hope for the community help in this project. I just think this project need some standard set up first, so all the further work will be consistent, rather than everyone doing whatever they want. You can work independently on prop models, but with characters you need certain pipeline set up first.
SeriousToni on 24/4/2014 at 21:36
Ah yes, I guess I was looking at it a bit too lighthearted. It may be a better idea to make the tool first, if this is the least amount of work to do and then the community can help out.
Thanks for kindly correcting me on my thoughts, guys! And good luck with the further developement, PinkDot. We count on you! :)
nemyax on 25/4/2014 at 14:15
PinkDot
Is there a chance you could make your script compatible with gmax? Admittedly, it's an old piece of crap, and its I/O capabilities are gutted. But it still runs maxscript, and there are workarounds for file output. It's also freeee.
PinkDot on 25/4/2014 at 21:05
Quote Posted by nemyax
PinkDotIs there a chance you could make your script compatible with gmax? Admittedly, it's an old piece of crap, and its I/O capabilities are gutted. But it still runs maxscript, and there are workarounds for file output. It's also freeee.
I have never played with gmax. I can have a look what level of compatibility is between gmax and Max 2012. But honestly I have serious doubts...
nemyax on 26/4/2014 at 05:12
Quote Posted by PinkDot
I have never played with gmax.
It's a very limited max 4.
PinkDot on 27/4/2014 at 19:48
Quote Posted by nemyax
It's a very limited max 4.
I need to see what it can actually do. Editable Poly, Bones, Skin modifier, custom attributes would be a must. Certain UI elements and... I/O functions of course. After all it's all about communication between different file formats.
Arcatera on 19/5/2014 at 17:57
Bloody hell, this looks superb! Appreciate your efforts! :) Hope you complete the patch as soon as possible. Can't wait to replay the whole Thief series with modernised graphics!
Aminosav on 29/6/2014 at 17:32
status ? Update ?
PinkDot on 1/7/2014 at 20:45
Quote Posted by Aminosav
status ? Update ?
Sorry, no updates for the moment. I have done some work in the meantime, but haven't reached any milestone yet. Besides, my next milestone is a working import/export with an IK/FK rig, so basically I want to show something useable at that stage.
But for the last couple of weeks I'm really having a break - thanks to Hipbreakers 'Breaking the Stone' I got dragged back to the fanmissions realm again :) Need a bit of inspiration, I'd say... ;)