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Attention:
PEDs/Actors/Animations GTA:LC Citizens
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Choofy  |
Posted: Saturday, Dec 3 2005, 17:17
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Player Hater

Group: Members
Joined: Nov 21, 2005


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PEDs, Actors, & AnimationsThis is the new, official, ped topic. The goal is to have an accurate, up-to-date list of all peds in GTA:LC. This post will be updated constantly, and if you have any updates, comments, concerns, whatever, post in here. Just keep it on-topic. The status of each ped will be updated when any changes occur. Ignore the download links for each individual ped. They are out-of-date and I didn't feel like editting the post to remove those columns. Also, I'm not postive about the status of the default.ide peds.Useful Links if you are interested in helping: Blender Script and Tutorial!Player Editing Tutorial (Using Blender)3d Studio Max TutorialAll peds are now converted. Thanks to ModelingMan. Some may need tweaking though. ----------------------------------------------------------------------------------------------------Ok a few updates maria is looking a lot better almost finished. Joey from the 'salvatores called a meeting' is now joey, nearly finished also. Another generic ped also near final. Tony is very close now too. This post has been edited by Craig Kostelecky on Monday, Jun 7 2010, 19:55
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--Cole--  |
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stfu n00b lol

Group: Members
Joined: Jun 6, 2005

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I have a question about the cutscene actors- why is it that in the cutscenes, nobody's mouth moves? No blinks, facial expressions, nothing. I've been looking at the original GTAIII files (PS2, actually) and it appears that there aren't cutscene actors, but there are their heads, which are set up to be on top of the ingame models and they have all the facial expressions and stuff.
But that's only GTAIII- how do the LC cutscenes work? Are they carbon-copies of the III's, or are they entirely custom-made? Was it drag-n-drop connversion, or rewritten entirely?
It could affect how the cutscenes and cutscene actors are set up to work in LC, and how they are converted.
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Hammer83  |
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Hustler

Group: Members
Joined: Jan 11, 2003



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| QUOTE (Choofy @ Dec 5 2005, 18:05) | Hi everyone
This is just a information post. I used the full facial boned candy cutscene model and put it in the the asuka 'under surveilance' mission, replacing the non facial boned model. Then altered the .ifp file relevant to the scene, so as one of her eyes move around a little. Going ingame with these alterations gave me a messed up candy model(her armscross), but the eye ball moves(also some facial distortion. Using joey would produce the same effect. It means reanimation of the facial areas in max as well as a heck of a lot of skinning and lipsynching. I for one wouldnt edit the cutscene this way for 10 seconds worth of one cutscene (personally it would take me over a week to do 1 scene, im not quick at animating)but if someone is a fast animation whizz it could be done Hopefully hammer can work his unreal magic on the anm files to get some usable premade facial animation from gta3, he did impressive work on the ifp convertor tool!
P.s: Hammer is there any chance at all do you think it can be converted? | Last time I looked at anm files (which was a very long time ago), the format didn't appear to be very hard to decipher. In fact I think I did only to forget it now again. The problems with head anims are all technical. While GTA3 body parts have equivalent bones in GTAVC models, there aren't any real counterparts of head animations in there. VC even had separate models for cutscenes and gameplay, where cutscene models had a lot of bones for the face. Since we struggle as is to convert all gameplay peds (although I heard you contributed a lot in this area lately), I don't think dedicated cutscene models in GTALC will appear anytime soon. Also to take into account the fact that I don't have that much time to work on GTALC these days, so I concenrate on more critical portions. Cutscenes are of acceptable quality in LC right now and most people skip them anyway.
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Choofy  |
Posted: Wednesday, Dec 7 2005, 16:37
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Player Hater

Group: Members
Joined: Nov 21, 2005


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Automated would be the go, but a good animator wouldnt have a problem with it (probably using lip synch tools etc). But for non animators it looks like a huge job, and not worth it. In the hopes a professional shows up heres a brief how to Use kams max scripts and drag a cutscene model in, the character names starting with CS. Use the skeleton, and replace with your mesh, then skin the body parts. Apply the corresponding .ifp file to it from the cuts.img. Start animating the facial expression,once its done, save your animation to an .ifp replace the old with the new. To much work really, when its true most players of Lc have completed gta3 heaps of times by now, and dont watch them anyhow. ^^^ good animators dont be put off though  It would be the icing on the cake! EDIT:Ive been doing a few more peds. But shall await --cole-- to post some finished ones, so we dont coincide in what we do. This list needs updating a bit also, I work off it (yes Im always online in here  ) Ive done about 10, but I find that quite a few on the list that are marked as not started, are already done (some have glitches so thats maybe why?) so those who can update it a little please do This post has been edited by Choofy on Friday, Dec 9 2005, 00:20
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silver007  |
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Homie

Group: Members
Joined: May 15, 2003


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I have Attempted a Few player conversions of my own... all with less than perfect results, but a good learning process for me along the way
-Asuka She works actualy Quite well, but there are issues with her neck/head, the neck appears to stretch to much i think... also her hands do not hold the stick she beats miqel with during the Bait cutscence... i do not know if this is a animation problem or a weight boneing issue Click Here to download Her (save target as) -Donald Love (track suit) ive tried several times to get him to work, everytime his hands appear to be very corrupted and he doesnt work right at all... -The 2 Prosistues ive gotten both to work ingame, but their arms are very stick-like and are unreleasic, i dont think it can be improved unless someone re-makes the arms.. also thier arms tend to pass though their bodys when they walk because they're moving their hips back and forth -8Ball as well with choofy i got him ingame, works fine except his hands go though his legs when he sits in a car... when they are supposed to be resting ontop of his legs -Old Gentelman 1st cutscence The old guy in the orange jail suit the columbians take from the enforcer that claude and 8ball are in, ive also gotten to work, if i remeber straight, issues with his hands going though is body -the 2 Columbians in the first cutscene ive tried the both of the Columbians that are suppose to be in the first cutscence (right now they are normal Columbians members, they are actualy differant) both have issuses with holding their m16's that are stored with the model... the m16... ill get a screen to show you later -Micky Gotten him ingame, but i boned him wrong... need to re-do him
anways, thats who ive tried to get ingame... and my results, so yes, ive been busy...
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silver007  |
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Homie

Group: Members
Joined: May 15, 2003


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