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Jim's Corner Issue 67: Kate Bishop

Started by Jimaras8, October 22, 2013, 01:13:44 PM

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Jimaras8

Oh, you are way more knowledgeable on those issues than i am so will take your word for it :D. I will check the mesh and once again i'm really grateful for all the work you guys have done.

Don't know if i will manage to add her in the latest update but she will be in the next one  :thumbup: 

cranlox

#721
Quote from: Jimaras8 on June 04, 2026, 02:56:22 PMI've checked AA's Kate Bishop skope and the fists are semi bent. it also uses the taskmaster keyframes. Would it be easier to just rig the skope to that armature

We are essentially changing the skin but we are keeping everything else.

As RD correctly answered, what I do is simply generate a 100% faithful model captured from a video or image of a character (it usually comes out better from video, so I end up animating the image with AI).

That model is faithful, and I try to make it the best I can get from that capture. The musculature and body contours are all contained within a single, unique mesh. The downside is that the automatically generated texture is scattered everywhere, as RD mentioned (there might be better ways, but I'm not aware of them since I'm not an expert).

This Kate Bishop or the Wally Gator characters (to give an example) are 100% unique. They aren't modified models or taken from games; they're created specifically for each character. That's why each one takes so much effort, but sometimes they turn out so well. Typically, a screenshot is taken from a video and then animated with AI to capture the model from that video.

By default, the first model you get in Synthetic has a high polygon count and is associated with a generic ID or a famous character. You uncheck that option and take another capture model. Then you reduce the polygon count of that model to make it compatible with the game. This results in a loss of texture and model quality. Finally, you export it to Nifskope in OBJ format.

You have a new and extensive gallery of Marvel characters created using this process, which I complete by adding the skeleton and animating them with RD. Basically, I made each one that was requested to improve my skills with the program and fulfill a requirement, and RD did an excellent, meticulous job bringing so many to life.

I don't know if what I've told you is helpful or if it was clear; my English isn't great, and sometimes my explanations aren't either, haha.

There are characters from Savage Land, some rare mutants, and some aliens from the X-Men universe.

Jimaras8

Guys unrelated question but i'm freaking out a bit. I noticed some attributes names are different in the ffxmulti.py for combo attributes and in the attirbutes section in the FFEdit. For example in the py file it's 'shakeitoff' and in FFedit it's 'shake it off'.

I now fear that some attributes might not be be recognizied in-game if they are written differently in the py file. What is the correct writing for py files?

cranlox


Jimaras8

What i'm trying to say when you create a combo attribute in ffxmulti.py does the name of the attributes involved need to be the exact same with FFEdit? If shake it off is written with spaces in the attributes section of FFEdit does it need to be written with spaces in the py file?