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What've you skoped lately?

Started by Blkcasanova247, December 24, 2008, 08:01:23 PM

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SickAlice

Goes without saying that;s fantastic windblown.

style

The Ultimate Fan!

President Raygun


Cyber Burn

I'm leaning more towards Bruce Lee. Very cool Style!

joemama

Need some help with my "Runt".  I tried to alpha-out the brain and stem on the textures but it didn't work...I also tried using the "hide" flag on the Brain Stem_1 and Brain nodes.  The only thing that disappeared is the alien/driver (he's on BrainStem).  My only other option is to try retexture the brain to make it look like the back of a chair, but I suck at skinning.




Here's another instance(?) of the BrainStem_1 node...."hide" flag again did nothing.  Any suggestions?

Spoiler

Cyber Burn

This should be an easy fix. Basically, the Mesh isn't Alpha Enabled.

Cyber Burn

#2226
Embarrassing, I hit submit by mistake. Sorry.  :doh:

Go to your Number 6 "NiTriShape".

Right Click on  the "NiTriShape" > "Node" > "Attach Property" > "NiAlphaProperty".

Click on the new "NiAlphaProperty", and then Click "Flags".

In the Pop-up Box, everything should be as follows:

Enable Blending - Checked

Source Blend Mode - Src Alpha

Destination Blend Mode - Inv Src Alpha

Enable Testing - Checked

Alpha Test Function - Greater

Alpha Test Threshold - 125

Sort Triangles - Unchecked


This should fix your issue. And again, I apologize for the double post.

hoss20

#2227
In your first instance, it looks like you are trying to 'hide' things under the NiSkinInstance branch. The SkinInstance generally determines positioning of the mesh piece and also corresponds to the keyframes. Attempting to hide anything here will not work.

In your second instance, hiding anything under the RootNoteTrack will not work, either, unless it's a physical mesh piece (gloves, bootcuffs, helmets, etc). Everything under the RootNoteTrack (or Handle->Bip01 for FF1 meshes) is, essentially, the mesh's skeleton and usually already hidden. The mesh or NiTriShape (the visible portion) is then linked to the skeleton through the NiSkinInstance, so it fits correctly. I'm sure an actual mesher could explain this better.

There is one thing you can do, however, to accomplish your goal. In your second instance, right click on the BrainStem_1 node and instead of clicking on Flags, click on Transform. In that window go to Scale at the bottom and set it to zero. This won't work for everything, but since the only pieces you want to hide are under the BrainStem_1 node, then you should be fine.

Also, keep in mind that I'm looking at the original Eye of the Reich mesh, but I was able to hide the brain and brain stem using this method.

style

The Ultimate Fan!

style

The Ultimate Fan!

joemama

Quote from: hoss20 on January 01, 2015, 08:33:03 PM
There is one thing you can do, however, to accomplish your goal. In your second instance, right click on the BrainStem_1 node and instead of clicking on Flags, click on Transform. In that window go to Scale at the bottom and set it to zero. This won't work for everything, but since the only pieces you want to hide are under the BrainStem_1 node, then you should be fine.

That did it, thanks.  Turns out the brain stem is two separate pieces, so I rescaled BrainStem as well to erase it completely.  The pilot doesn't move within the rest of the model but it'll work fine for a pain-in-the-neck minion.


Cyber Burn

Quote from: style on January 01, 2015, 10:22:43 PM
sorry for huge image :unsure:

Never any need to apologize for something so cool.  :thumbup:

SickAlice

So much neat looking stuff. Love that someone is messing with The Eye, I'm pretty much intrigued by how that mesh is set up.

joemama

#2233
Eye was pretty simple.  Just took the alien warrior and put it onto "BrainStem".   I rescaled everything with Hoss' advice to make the stem invisible but the warrior visible.  He's lowered into the eye body to simulate a sitting position.  Did some quick skinning to remove the eye, the iron cross and warrior's uniform.

Warrior moves with the eye for all animations, but doesn't move independently within the eye during any animations...he's just a static pilot, which is fine as this is a "volume" mob -- don't need a lot of detail.  I don't know enough about keyframes to try to animate him as well, but, as I said, this is just a minion so I'm not worried about it.

Besides, I've already moved on to my next minion, which I can't get to work just right.  The right hose is kinda-sorta lined up in Nifskope but not in the animations.  This is also a "volume" mob, so I may just alpha out the hoses altogether.

That said, here's Thug Bot in Nifskope (took the idea from the Male_Battlesuit mesh):


And here he is in the character tool:


As with the eye, the head is static (it's the head.nif from the thug_2 mesh) but moves in line with all animations, and that's enough detail for this particular mob.

hoss20

It looks like the tube is syncing up with its coordinates in the keyframes. Since the mesh is all one piece and the hoses aren't separate, how did you edit the hose in Nifskope?

joemama

Quote from: hoss20 on January 03, 2015, 04:03:03 AM
It looks like the tube is syncing up with its coordinates in the keyframes. Since the mesh is all one piece and the hoses aren't separate, how did you edit the hose in Nifskope?

Yes, it's a keyframes issue -- I didn't touch them, just scaled the head piece and moved it around until the hose lined up.  Thanks for the assistance, but this is just a junk mob, so I comfortable with using alpha channel to hide it.

ThugBot and Runt were a bit of a tangent, so I'm not too worried about "fixing" them, I'm already back to skoping maps:

Spoiler


hoss20

Quote from: joemama on January 04, 2015, 12:25:02 AM
Quote from: hoss20 on January 03, 2015, 04:03:03 AM
It looks like the tube is syncing up with its coordinates in the keyframes. Since the mesh is all one piece and the hoses aren't separate, how did you edit the hose in Nifskope?

Yes, it's a keyframes issue -- I didn't touch them, just scaled the head piece and moved it around until the hose lined up.  Thanks for the assistance, but this is just a junk mob, so I comfortable with using alpha channel to hide it.


This is another detail with editing the "skeleton" portion of meshes. The only Transform function that will work is scaling. Any moving or rotating of pieces doesn't stick because it is the skeleton coordinates that the keyframes work from and those are set to the skeleton piece's original alignment. That's why in your Character Tool preview pic, the hose was back up to the mouth, like it originally was.

The maps look very cool, by the way.

style

Something new and long overdue! :thumbup: :thumbup: :thumbup:

The Ultimate Fan!

Podmark

Get my skins at:
HeroForce
my Google page


hoss20

That looks awesome, Style. I love the Kirby-esque look you were able to capture with the skin.

Starman


naitvalis

very nice job style! also the civil war news are great!
i have skoped this batman underwater armor for every pool party occasion, eqipped with a sonic cannon of course.


upload

Cyber Burn

That is fantastic Nait. Very original and well executed.  :thumbup:

Starman

Nice one, naitvalis. I could also see something similar working for Batman's "Dark Knight Returns" battlesuit.

style

The Ultimate Fan!

deanjo2000

Brilliant skopes and im in awe of a lot of them.
Oh and style your inbox is full ;)
https://www.mediafire.com/folder/da3a3y1ac4uqp/FreedoForce

"sorry she couldn`t wait" superman to wonderman jla/avengers.

windblown

Very nice skopes guys, really cool.

mac402

Awesome skope thread. Great work guys. I've tried some skoping too.

90s/Modern Catwoman mix:


Arsenal:


Guy Gardner mesh on GL keyframes:


Vampirella with retractable wings:


Unuscione (one of Magneto's acolytes) with added armor/aura:


Older Tim Drake with bo staff and hood:


Batman unmasked:


Batman and Redbird with flightpacks Brave and the Bold cartoon style:

Outcast

You've got some pretty nice skopes done as well, Mac402.  :panice