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 New Body Parts

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Slycan



Game username : Sly
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Join date : 2011-07-25
Age : 27

PostSubject: New Body Parts   Fri Jul 06, 2012 8:13 pm

Phase 22- Weasels and Stoats


Phase 21 - Rat Body Parts completed. Includes it's own Head, Tail, Body and BodyMask.



Phase 20 - Rats WIP
http://fc03.deviantart.net/fs71/f/2013/028/2/9/playable_rotent_test__rat_body_v1___rat_head_v2_by_some_art-d5t2stu.png

Phase 19 - Birds
http://some-art.deviantart.com/art/KITO-Griffen-Kittens-Head-332051259
http://some-art.deviantart.com/art/Burd-Brain-Kito-Griff-Head-Test-332034615


Phase 18 - Bears
http://fc08.deviantart.net/fs70/f/2012/257/4/8/it__s_so_fluffeh__by_some_art-d5eqehy.png

Phase 17 - New Canine Heads


Phase 16 - New Tails
More Tails coming soon;
- 'No Tail' Tail
- Husky
- Short and Cut
- Skinny and Long
-Blunt and Long *Coon Tail*:

- Fluffy and Long:



Phase 15 - Mysticals
Griffin Body
http://th00.deviantart.net/fs70/150/f/2012/230/f/0/kito___griffin_body_by_some_art-d5bkn67.png

Dragon Head
http://th06.deviantart.net/fs71/150/f/2012/230/e/8/kito___dragon_head_by_some_art-d5bkapd.png

Phase 14 - New 'Body' builds

Fixed the way the tail connects to the default new body.
http://i46.tinypic.com/10shpjb.png

Made a "Skinny" Body , good for Cheetahs and Wild African Dogs.
http://fc09.deviantart.net/fs70/f/2012/219/1/d/skinny_body_1_by_some_art-d5a4o1j.png

Also a Pregnant Body, but , yeah.
http://fc08.deviantart.net/fs71/f/2012/219/4/7/pregnant_body_1___a_pizza_in_the_oven_by_some_art-d5a4wkg.png


Phase 13 - Forgot about the Manes
http://i48.tinypic.com/dyppxf.gif
Crap, seems manes 2, 4, 10, 11 ,15 are SLIGHTLY unaligned... Guess the release will have to wait?


Phase 12- New Body Parts Version1 - COMING SOON
added markings from Nala
http://i47.tinypic.com/3533683.png

Phase 11 - Wolf head 3 with Teeth + Kanu Run
http://i46.tinypic.com/30i80ue.png
I've given up trying to do teeth head 1 and head 5 ): , not sure what I'm doing in blender xD

Phase 10 - Fixed tails from being eating by the body model's butt
http://fc01.deviantart.net/fs71/f/2012/195/b/7/tail_fixed_by_some_art-d577r9j.png

Phase 9 - Adding Kanu's Running Animation to the Body Parts
http://i47.tinypic.com/23w9zqp.png

Phase 8.1 -Nom Nom Nom


Phase 8 - New Teeth
Unfortunately I can only add teeth to heads 2, 3, 4 and 6 since they only have all the animations in blender magix2
http://fc08.deviantart.net/fs71/i/2012/191/6/f/kito___flat_teeth_b_gone_by_some_art-d56pwdv.png

Phase 7 - Plans
- Need "Male" and "Female" versions of Body
- Need "Skinny" , "Fat" and "Pregnant" versions

Phase 6 - Fixed the syncing, shoulder 'sinking' , and neck/chest area.
http://fc07.deviantart.net/fs70/i/2012/188/a/3/kito_test3___fh_lion_body___it_lion_head___bawahaa_by_some_art-d56d8qj.png

Phase 5 - Tested in KITO, shoulders are sinking in due to either weight paint or skeleon anatomy. Otherwise working good.
Not sure if I'll release it quite yet.
http://fc02.deviantart.net/fs71/f/2012/188/e/4/kito___new_body2_test1_by_some_art-d56cril.png


Phase 4 - Blender exporting animations with an extra 'step' , making characters have 'booble head' effect, took one off following to sync animations:
-Run
-HeadBang
-Walk
-ButtSwing
and a few others.

Phase 3 - Finished aligning and editing neck, sizing maybe little off for the body parts.
http://fc06.deviantart.net/fs70/f/2012/187/8/a/more_wip_2_by_some_art-d567i5u.png

Phase 2 - Matching up and aligning anatomy, tricky as hell seeing how different they are
http://fc04.deviantart.net/fs71/i/2012/187/5/8/the_problems_of_mixing_dna___by_some_art-d567tx5.png

Phase 1 - Seeing if it would work
http://fc06.deviantart.net/fs70/f/2012/157/9/0/kito_test___fh_lion_body___it_lion_head____bwahaha_by_some_art-d52jog6.gif


Last edited by Slycan on Mon Apr 29, 2013 8:45 am; edited 35 times in total
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Catbird

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PostSubject: Re: New Body Parts   Fri Jul 06, 2012 9:36 pm

I think overall this looks really cool, and I'll be excited to see a polished version up for download. Perhaps you could puff the shoulders out on the mesh itself so the weight paint wouldn't pull it so far in? (not a clue if that would work or not) or simply move some of the bones outward a bit on the skeleton, so it doesn't affect the paint or the animations, but keeps the shoulders from sinking in.
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Slycan



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PostSubject: Re: New Body Parts   Fri Jul 06, 2012 10:08 pm

Actually found out it was the wings bone that was making it sink in with it's weight paint. Also fixed the chest/neck area as you suggested http://some-art.deviantart.com/art/KITO-Test3-FH-Lion-Body-IT-Lion-Head-BAWAHAA-313026427
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Catbird

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PostSubject: Re: New Body Parts   Fri Jul 06, 2012 10:24 pm

Oh that looks amazing now! I think you've done an amazing job with this, Sly, the body and the head now look like they were never from different games. Also, strange, strange wing bones...
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DubstepFox



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PostSubject: Re: New Body Parts   Fri Jul 06, 2012 11:01 pm

There's only one problem that comes with using the FH body, and that would be the "spaghetti" legs.
But apart from that, everything is looking pretty good.
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Catbird

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PostSubject: Re: New Body Parts   Fri Jul 06, 2012 11:15 pm

Spaghetti legs, as in the thickness of the legs or the way they move?
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DubstepFox



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PostSubject: Re: New Body Parts   Fri Jul 06, 2012 11:28 pm

Partially in the way they move.
Are you familiar with the critique of the sitting motion in FH made by several members?
Yeah, that's the only downside the the FH body, but i can imagine it's highly difficult to re-create a decent and realistic sitting motion.
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Catbird

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PostSubject: Re: New Body Parts   Fri Jul 06, 2012 11:32 pm

Yeah, I'm familiar with the critque of that. Although this uses entirely the IT skeleton, so the sitting motion won't be entirely the same. Having not seen it for myself in IT as of right now, I can't say if it's any better or any worse with the combination of motion and body model, but one can only hope it doesn't look any worse, I suppose, since creating and animating a sitting motion is difficult.
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DubstepFox



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PostSubject: Re: New Body Parts   Fri Jul 06, 2012 11:34 pm

Ah okay, that is all cool.
Well then, I can't wait for all of this
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RedEye
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PostSubject: Re: New Body Parts   Sat Jul 07, 2012 6:52 am

I'd buy the person who could take the skeleton from the druids and map them over to the IT models a seb. husky.

________________________________
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DubstepFox



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PostSubject: Re: New Body Parts   Sat Jul 07, 2012 2:14 pm

Forget that Red, I'd buy them 5 huskies, a pibble and a horse!
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Catbird

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PostSubject: Re: New Body Parts   Sat Jul 07, 2012 4:41 pm

and it is times like these I wish I was better at multi-bone weightpainting, because I'd give that a go.
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Slycan



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PostSubject: Re: New Body Parts   Mon Jul 09, 2012 7:01 pm

tried but the bones are mixed up too much from the import, to much to rig ):
I'll give it a go using Ultimate Unwrap + 3D max if I can remember hows to rig back when I made GTA SA mods ^.^ http://www.youtube.com/watch?v=eO6PPQK7-ho

Anyway I has updated teef



Last edited by Slycan on Mon Jul 09, 2012 7:25 pm; edited 1 time in total
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Komaeda Nagito
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PostSubject: Re: New Body Parts   Mon Jul 09, 2012 7:09 pm

Too awesomee
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DubstepFox



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PostSubject: Re: New Body Parts   Mon Jul 09, 2012 7:20 pm

That's the first game I'm getting when I get my new place.
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lazyzim

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PostSubject: Re: New Body Parts   Tue Jul 10, 2012 12:31 am

haha that was awesome Slycan Loved the YouTube video.
The more I know you the more and more talented I find out you are.

Can't wait for whatever next surprize you will spring on me.

~Lazyzim~
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Hamilton

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PostSubject: Re: New Body Parts   Tue Jul 10, 2012 4:22 pm

Slycan wrote:
Unfortunately I can only add teeth to heads 2, 3, 4 and 6 since they only have all the animations in blender magix2

If I may offer a suggestion:

model the teeth onto head1 as you normally would.
export it, but do not convert it. rename it.
grab head1.mesh from the game file, and convert it back to xml.
you can now open both files with wordpad.
do so. lol
the data between teethMat/twosided and eyeMat/twosided is the data for the teeth. (if i'm remembering the placement of teethmat/twosided right...)
copy it from the newer file.
paste it over the same data in the older file.
save and close.
re-convert the file back to .mesh.
if it crashes, something may be out of place. but it's rare that it crashes.
the old head1 will now display the new teeth when placed back into the game.
if it looks spot-on, repeat for head5.


because of the angle of the head, it only works if you model them to head1 first. taking them from head2346 will give you veeerrryyy weird dentures lol

you can also try just opening the new head1.mesh.xml file with wordpad and changing the skeleton that it is attached to. it'll then recognized the head1-armature1.skeleton from the game and by default, it'll have all the animations. this sometimes causes minor glitches though.
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ZombiePie

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PostSubject: Re: New Body Parts   Tue Jul 10, 2012 5:52 pm

I love them.
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Slycan



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PostSubject: Re: New Body Parts   Tue Jul 10, 2012 10:51 pm

@ Hami
Tis not the teethMat/twosided material data it's the .skeleton data
Magix1.blend doesn't have all animations, aka Laugh and Chuckle , head1 and head5

Hell if I can remember how I got Kanu's animations to work in the package I made, but there was alot of manually xml editing..

Mixing skeletons is a big no no, buggy as heck x.x the verts weight paint are all wrong.


Edit--- Actually if I remember correctly.. I added blank Chuckle and Laugh animations in the blender file, and copypasta alot of code.
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Hamilton

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PostSubject: Re: New Body Parts   Wed Jul 11, 2012 4:14 pm

Quote :
you can also try just opening the new head1.mesh.xml file with wordpad and changing the skeleton that it is attached to. it'll then recognized the head1-armature1.skeleton from the game and by default, it'll have all the animations. this sometimes causes minor glitches though.

if the teeth are weight-painted only to jawtop and jawbottom, then there's no differences in weightpaint to the rest of the heads. (barring any changes in weightpaint on the rest of the head.) I don't see how changing the skeleton file it's attached to will cause too much of a glitch any other way. :\ I use this for all my new heads. No new skeletons. just connected them to the old ones. same with swapping the xml data to give the olde heads new teeth.
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ShadoWolfozo

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PostSubject: Re: New Body Parts   Wed Jul 11, 2012 5:06 pm

nom nom nom XD

I love it Sly!
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Slycan



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PostSubject: Re: New Body Parts   Fri Jul 13, 2012 3:38 am

Okay, you were right Hami, ty again xD


Copy Pasta in Kanu's Running animation ( too lazy to make a gif atm lol)
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Slycan



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PostSubject: Re: New Body Parts   Fri Jul 20, 2012 12:20 am

added some phases
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Catbird

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PostSubject: Re: New Body Parts   Fri Jul 20, 2012 1:02 am

Megustaaa. At least if you cant teeth head 1&5 we can put your heads in place of those.
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Slycan



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PostSubject: Re: New Body Parts   Fri Jul 20, 2012 2:37 am

Almost ready for release...
just playing with stock images I made that I was planning to make sigi's out of but did this instead xD
Installed FH markings in replace with IT ones for the body, and tried to fix/fuzzy out the character 'mask' images to blend better.

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