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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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AL64inthedark 00 Agent
Joined: 18 Sep 2014 Posts: 548 Location: France |
Posted: Wed May 27, 2015 3:54 am Post subject: |
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pavarini wrote: | It's in the latest beta version but you should wait until subdrag figures out the StaticKineState issue. He recently added a webm render feature to the ge animation editor which is great to test out animations. |
Wow, that feature is great
Good job Subdrag ! |
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Trevor 007
Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest |
Posted: Wed May 27, 2015 9:05 am Post subject: |
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Quote: | Not notice the .gif extension ..? lol |
Yes I did, thats why I was surprised it wasnt animated at first. However it turns out to be a problem on my end as when I downloaded the image it was animated perfectly.
Quote: | but here is something I was working on to test the rigging. The timing of the jump could have been improved... |
Now that is funny, finally complete the game to have him fall...
Quote: | It's in the latest beta version but you should wait until subdrag figures out the StaticKineState issue. He recently added a webm render feature to the ge animation editor which is great to test out animations. |
Grabbing
Trev _________________
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bmw Hacker
Joined: 04 Jan 2006 Posts: 1366 Location: Michigan |
Posted: Fri May 29, 2015 8:53 pm Post subject: |
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Hey that's really cool.
I assume this can be done with any object in the game other than just guards? |
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pavarini 00 Agent
Joined: 07 May 2015 Posts: 479
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Posted: Sat May 30, 2015 12:40 pm Post subject: |
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Subdrag has fixed the animation issues related with PD. This means it is now possible to create custom reload animations provided you have a 3D package that supports ASCII FBX. To get the latest version update the editor and download obj2an8 http://goldeneyevault.com/viewfile.php?id=255
Quote: | I assume this can be done with any object in the game other than just guards? |
Yes objects (helicopter, plane) can be animated. |
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MRKane 007
Joined: 11 Dec 2008 Posts: 1073
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Posted: Sun May 31, 2015 5:32 am Post subject: |
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Checks wish list for rest of life...only items remaining are to play tank in multi and marry Kathrene Isabelle...swoons slightly at thought of animating in GE and PD. _________________ No Mr. Bond, I expect you to be re-coded! |
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Trevor 007
Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest |
Posted: Sun May 31, 2015 9:47 am Post subject: |
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pavarini how have you got endorphin set up?
I tried it out and made a few funny animations pushing people off thin ledges and watching them fall (the physics is pretty cool, I wish an8 had this stuff)
But, how do you go about the setup for GE since there are many more bones in endorphin.
I tried importing a GE guard but endorphin crashed.
Also, Saving is crippled. Ill need to see if there is a save crask for this abandonware. (unsuported since 2006)
Trev _________________
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Fillerthefreak Secret Agent
Joined: 29 Mar 2014 Posts: 305 Location: Canada |
Posted: Sun May 31, 2015 11:14 am Post subject: |
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Would it be possible to use Blender to animate. Or is that a no?
Also, any guide on how to get things set up? _________________ This is a signature, why did you read this? |
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pavarini 00 Agent
Joined: 07 May 2015 Posts: 479
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Dragonsbrethren Hacker
Joined: 23 Mar 2007 Posts: 3058
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Posted: Wed Jun 03, 2015 7:01 pm Post subject: |
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Wow, excellent work! So cool to see animations added to the list of things that can be changed. |
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AL64inthedark 00 Agent
Joined: 18 Sep 2014 Posts: 548 Location: France |
Posted: Tue Jun 23, 2015 10:18 am Post subject: |
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I'll bitch a bit, but it would be great to have a "play" button when browsing through animations inside the editor.
Making them animated by scrolling keyframe is too much for my computer.
I can't right now play with the function, but it seem great. Can't wait to see what can be done. I just wished we could extend the rom to 256mo, and add files after that so no bother about replacing things with same file size...and then put the biggest badasses animations ever created |
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zoinkity 007
Joined: 24 Nov 2005 Posts: 1684
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Posted: Tue Jun 23, 2015 12:11 pm Post subject: |
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Pretty sure individual animations can't be over 0x10000 in size without tampering with the format in non-trivial ways.
Also, the animations remain loaded at all times. Long story short that causes problems with memory allocations. Although that can be fiddled with to a certain degree, you'd basically need an 8MB patch to extend them much more than what they are. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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AL64inthedark 00 Agent
Joined: 18 Sep 2014 Posts: 548 Location: France |
Posted: Wed Jun 24, 2015 4:38 am Post subject: |
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The maximum size an animation can be is actually pretty big. I've browsed through all of them yesterday and found some, like unused dancing animation, that are very long.
So, can you confirm every animation from the list is loaded everytime, even the unused (dance & things) ?
What size does all of them occupy inside the ram ?
That point (how full is the ram) is something very hard to understand when you start modding.
That brings questions like "how many textures for my map" considering I'd like variety in gard clothes etc... quite confusing.
There are some animations that seem to be here multiple times too (like walking ones, can't see differences between a few of them) |
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SubDrag Administrator
Joined: 16 Aug 2006 Posts: 6118
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Posted: Wed Jun 24, 2015 5:15 am Post subject: |
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The editor won't let you import animations where the entire ROM chunk (which matches RAM chunk) goes past the original end spot (true in PD too), so it's really a moot point heh without significant modification, you won't be doing that. Basically, delete frames from one animation, to add to another. I can't remember the exact size in GE, but it's around 0x10000, a little bigger, and yeah, it all gets loaded always.
Also, this is not true of PD, which streams animations, but it still has the ROM space limit, though many unused animations, so easy to delete some frames from one of those, and add to another. |
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zoinkity 007
Joined: 24 Nov 2005 Posts: 1684
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Posted: Wed Jun 24, 2015 6:04 pm Post subject: |
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The character/object animation block is at 0x28E980 and is 0xE7E0 in size. They normally load to 802AF4C0, pretty sure as one large lump. There's a table giving the offsets to each animation as well.
The size limitations I mentioned have to do with the widths of the offsets in the animation header.
As for changing the location and the size loaded that part's rather easy:
Code: | @35618: E
@3561C: J
@3349C: P
LUI T6,0001
LUI T7,0000
ADDIU T7,T7,0000
ADDIU T6,T6,E7E0 ;T6=E7E0 size of character animation table
@35644: E
@35684: J
@33504: P
LUI A1,0029
SW V0,0000 (V1)
LW A2,0018 (SP)
ADDIU A1,A1,E980 ;A1=28E980 start of char animations
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It doesn't solve the problem of eating rdram of course ;*) _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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pavarini 00 Agent
Joined: 07 May 2015 Posts: 479
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Posted: Fri Jul 03, 2015 1:41 am Post subject: |
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Subdrag has finished bvh support for the animation editor. this format can be used with blender, endorphin and other various tools. to try it download the latest version of obj2an8 and ge editor (beta). |
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