ak2yny / Official-Character-Pack-v2-for-Ultimate-Alliance

Official Characters Pack (OCP) for Marvel Ultimate Alliance (MUA) was created to add the DLC content of the Xbox 360 verison to the original PC version ported by Beenox in 2006.
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Actor Rigging Issues #28

Open ak2yny opened 1 year ago

ak2yny commented 1 year ago

Reports by UltraMegaMagnus

Playable:

NPC:

UltraMegaMagnus commented 1 year ago

EDIT:I tested with Venom export, even with OG skins, the arms or clavicules move slightly during menu_action. Venom & his tongue are done. With nikita's tools, I think it will be better to convert again the Gold skins, and maybe the PSP to have 100% accurate skeletons. I thought of using directly Gold files (or actually anything crashing Alchemy 5 during opening?), but maybe they can cause crash during alt-tab as observed with Venom's tongue actor.

ak2yny commented 1 year ago

I remember that you fixed some rigging or the OG skins. Or is my memory playing tricks with me?

I believe that IGB files that ran through Alchemy 5 are fine in MUA. Venom's animations never went trough Alchemy 5.

ak2yny commented 1 year ago

Can anyone test if the crash is fixed with this file: venom_tongue.zip?

JordanLeich commented 1 year ago

Tested, no crashes with this https://github.com/ak2yny/Official-Character-Pack-v2-for-Ultimate-Alliance/commit/98b8181e8268f5cacc485dd09b4ca78bd75f5ead

UltraMegaMagnus commented 1 year ago

I remember that you fixed some rigging or the OG skins. Or is my memory playing tricks with me?

I believe that IGB files that ran through Alchemy 5 are fine in MUA. Venom's animations never went trough Alchemy 5.

Yep, mainly to re-apply bump textures matching what MUA 2006 wants, it was the only way I thought at the time to change bump to fix the advanced lightning by rigging from scratch, but if skeleton is not matching perfectly MUA skeleton, we can see bones difference sometimes in game, clavicules enlarging, or moving.

ak2yny commented 1 year ago

I worked with MUA animations, and I found that the skeleton in animations can be changed through the animation mixer. However, the character animations (e.g. 176_venom.igb) match the original character skin skeleton and should probably be left alone. If you use the animation mixer without any manual changes, you'll use the default skeleton (from fightstyle_default) which will change the set to use the skeleton that the common animations use. The original animations with a skeleton matching the original skin, sometimes have bad transitions to common animations, since they are made for different skeletons. I haven't seen major issues with original characters.

ak2yny commented 10 months ago

Jayglass made a new rig for Doom Classic, which looks nice but hasn't properly been tested, yet. https://discord.com/channels/449510825385000960/601372940440829954/1140931366440153208