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Sonic Generations Hacking (and More!) Generations Cracked wide open (Custom Levels are an ongoing event!

#4501 User is offline XChaos 

Posted 28 June 2015 - 08:40 AM

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View PostS0LV0, on 28 June 2015 - 07:51 AM, said:

Uh... didn't... Zoney convert this stuff already?


As far as I know, Zoney's mod is a custom model with it's own rig with corrected Unleashed animations, apart from fairly not being openable. But what I'm trying to do is to get the animations to the raw original model of Unleashed. So far I've got the .model opened on Max, but hkxcmd is being silly and not converting the .hkx files to .kf.
On a side note, my point on doing this is for availability on Unleashed's model and animations (something that generations has of spare... a lot).
This post has been edited by XChaos: 28 June 2015 - 08:42 AM

#4502 User is offline Atendega 

Posted 28 June 2015 - 11:16 AM

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Zoney's model is the original Sonic Unleashed model and skeleton. He reanimated every Generations-specific animation to work properly with it.

#4503 User is offline XChaos 

Posted 29 June 2015 - 11:07 AM

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Ooooh.... Well I guess I was wrong, as I saw, on my point of view, some differences on the model compared to Unleashed and I tought it was custom, but it must be textures and such :s. However, the skeleton has to be custom, as Zoney said that model has its own rig. Also, I need to know about that reanimated Generations animations, cause Unleashed's original animations are actually able to be ripped, but didn't try to convert them yet.
This post has been edited by XChaos: 29 June 2015 - 11:08 AM

#4504 User is offline Joe T.E. 

Posted 29 June 2015 - 02:12 PM

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View PostXChaos, on 29 June 2015 - 11:07 AM, said:

Ooooh.... Well I guess I was wrong, as I saw, on my point of view, some differences on the model compared to Unleashed and I tought it was custom, but it must be textures and such :s. However, the skeleton has to be custom, as Zoney said that model has its own rig. Also, I need to know about that reanimated Generations animations, cause Unleashed's original animations are actually able to be ripped, but didn't try to convert them yet.

I can confirm that you were right about it not being the original model. The model used in the mod has a higher polygon count and some added-in non-texture details (though it was based on the original Unleashed model, and maintains its original proportions.) However, Atendega was also correct about it using the original Unleashed skeleton with the original Unleashed Animations (plus reanimated versions of Generations-exclusive animations to fit the Unleashed skeleton.)

The thing about most character mods made since SonicGlvl's debut is that their models get rigged (or re-rigged) onto the skeleton of the target character, rather than being given their own custom skeleton. In the case of Zoney's Unleashed mod, the .skl.hkx skeleton and .anm.hkx animations are basically identical to the original ones from Unleashed (with most other mods sticking to the un-altered Generations skeleton/animations,) while only the .model model file, the .material materials, and some of the .dds textures are different.

#4505 User is offline XChaos 

Posted 29 June 2015 - 06:44 PM

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View PostJoe T.E., on 29 June 2015 - 02:12 PM, said:

I can confirm that you were right about it not being the original model. The model used in the mod has a higher polygon count and some added-in non-texture details (though it was based on the original Unleashed model, and maintains its original proportions.) However, Atendega was also correct about it using the original Unleashed skeleton with the original Unleashed Animations (plus reanimated versions of Generations-exclusive animations to fit the Unleashed skeleton.)

The thing about most character mods made since SonicGlvl's debut is that their models get rigged (or re-rigged) onto the skeleton of the target character, rather than being given their own custom skeleton. In the case of Zoney's Unleashed mod, the .skl.hkx skeleton and .anm.hkx animations are basically identical to the original ones from Unleashed (with most other mods sticking to the un-altered Generations skeleton/animations,) while only the .model model file, the .material materials, and some of the .dds textures are different.


Ooh, this answered so much questions I had, thank you!
That explains the trick animations, as Unleashed only has, if I'm not wrong, 2 or 3 for the quick time event ramps.

So, in theory, if I place zoney's animation files into the 360 model I have on Max, I would get Unleashed animations working? As far as I know, all the content on Project Unleashed and the model mod is from the 360 version of the game.
This post has been edited by XChaos: 29 June 2015 - 06:44 PM

#4506 User is offline Joe T.E. 

Posted 29 June 2015 - 08:49 PM

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View PostXChaos, on 29 June 2015 - 06:44 PM, said:

Ooh, this answered so much questions I had, thank you!
That explains the trick animations, as Unleashed only has, if I'm not wrong, 2 or 3 for the quick time event ramps.

So, in theory, if I place zoney's animation files into the 360 model I have on Max, I would get Unleashed animations working? As far as I know, all the content on Project Unleashed and the model mod is from the 360 version of the game.

In theory, it should. But there's a slight problem. When hkxcmd converts Generations animations into the kf format, the kf animations only work properly if the model (and its skeleton) were imported into 3DS Max in Y-up format (having the model in Y-Up also makes exporting animations to the .hkx format less of a hassle, in my opinion.)

The .model importing script included with SonicGlvl imports models (and skeletons) in the Z-up format (which is the format 3DS Max uses by default, and also the format expected when importing models into the game via SonicGlvl.)

To make things a bit easier, I made an edit to the newest .model importing script. This edited script imports models in Y-up format (thus making them compatible with hkxcmd's .kf animations.) You'll need to re-import the 360 Unleashed Sonic with this script before trying to import any .kf animations you make. Also, this alternate script should only be used for animation viewing/editing (the default script should still be used when making/editing models to import into the game via SonicGlvl.)

#4507 User is offline XChaos 

Posted 29 June 2015 - 11:00 PM

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View PostJoe T.E., on 29 June 2015 - 08:49 PM, said:

In theory, it should. But there's a slight problem. When hkxcmd converts Generations animations into the kf format, the kf animations only work properly if the model (and its skeleton) were imported into 3DS Max in Y-up format (having the model in Y-Up also makes exporting animations to the .hkx format less of a hassle, in my opinion.)

The .model importing script included with SonicGlvl imports models (and skeletons) in the Z-up format (which is the format 3DS Max uses by default, and also the format expected when importing models into the game via SonicGlvl.)

To make things a bit easier, I made an edit to the newest .model importing script. This edited script imports models in Y-up format (thus making them compatible with hkxcmd's .kf animations.) You'll need to re-import the 360 Unleashed Sonic with this script before trying to import any .kf animations you make. Also, this alternate script should only be used for animation viewing/editing (the default script should still be used when making/editing models to import into the game via SonicGlvl.)


Thanks for the help and the script! Will test it right away.

Although, before seeying this reply, I worked hard on getting the animations to work. I opened the 360 model on Max and converted Zoney's animations to .kf, and so the animation pops up! But as expected, it brings some errors that can't be fixed by re-dragging the animation file again. So I installed .SMD Exporter and exported the model and skeleton so I could open it in fragMotion, and so exported the animation sequence as .SMD too (fragMotion uses .SMD as animation files).
The results were this:

Posted Image
The left hand was re-positioned by me, it was wide open like on T-pose.

So it seems to work pretty well for now, but I will try testing with the edited script too!

What worries me a bit is that comparing this animation (sn_jet_loop) to Zoney's latest video (Sonic Unleashed Shaders), I see it has some different movement, or maybe it's just me.

Has Zoney updated his model after the release of the model mod?

EDIT:

I tried exporting this time SN_JOG_LOOP, the animation went without a single error!
This post has been edited by XChaos: 29 June 2015 - 11:24 PM

#4508 User is offline Twilightzoney 

Posted 29 June 2015 - 11:34 PM

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Actually my model mod has a slightly different rig that would ruin trying to import the animations on the original. I added more bones to the skeleton. Since I needed to make the double mouth. And some of the animations in Unleashed had to be retimed since they had xmls to do some of the timing fixing in Unleashed compared to Generations.

I haven't made another update to my model mod. I'm working on something though that JoeTE did help me with but its on the backburner for now since I'm working on something more important.

#4509 User is offline XChaos 

Posted 30 June 2015 - 12:01 AM

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View PostTwilightzoney, on 29 June 2015 - 11:34 PM, said:

Actually my model mod has a slightly different rig that would ruin trying to import the animations on the original. I added more bones to the skeleton. Since I needed to make the double mouth. And some of the animations in Unleashed had to be retimed since they had xmls to do some of the timing fixing in Unleashed compared to Generations.

I haven't made another update to my model mod. I'm working on something though that JoeTE did help me with but its on the backburner for now since I'm working on something more important.


Oh I really thought you made some changes to the animations, maybe it's just me. For now, I only saw problems with thr Jet animation and after that tried the Run animation, that one went perfect, without a single error, looking forward to see the other ones. Also, I'm really curious about that thing on backburner, what could it be....

EDIT:

XChaos said:

looking forward to see the other ones.


Couldn't ask for more....

Posted Image
This post has been edited by XChaos: 30 June 2015 - 12:07 AM

#4510 User is offline Skitt64 

Posted 30 June 2015 - 12:45 AM

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View PostXChaos, on 30 June 2015 - 12:01 AM, said:

Posted Image

Okay, that's just scary.

#4511 User is offline XChaos 

Posted 30 June 2015 - 02:09 AM

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=P Re-dragging the animation to Max fixed the sad face of Sonic.


Meanwhile on my way to Unleashed,
of 326 animations, I got to open only 14 of them. hkxcmd won't convert the rest of animation files. There a way to convert them all?


Added post 02/07/2015:

After days and days of working on the port of animations, I finally got them atleast stable-looking, I got a good amount, the only problem blocking me from getting the port to Unity (which is actually an extraction off of an extraction mod) is fragMotion, the only wall across my road for now, corrupting my animations everytime I export to FBX or another format, and I'm stuck there with the model in .ugh format, no exit around. My only way around to port the animations again to Max was a .SMD importer for Max that could import the animation just as I did with fragMotion and save the animations as .FBX, but the plug-in is still in progress... and the last update to it was on 2010. But I actually needed fragmotion as Max is the worst tool when talking about fixing animations. So there goes all my work.
This post has been edited by XChaos: 02 July 2015 - 05:06 PM

#4512 User is offline MotionTransformer 

Posted 04 July 2015 - 02:35 AM

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Good day people, having an issue with GLVL while model porting. Its been a while since I did any gens mods due to a system reset a while back, so excuse me if I am forgetting something simple.

So I'm in the process of porting my model into gens, its a simple rig at the moment because I didn't want to spend hours fixing it up to have this happen. Its an ogremax export, the textures are DDS format. When I come to converting it in Glvl, I get the message "The system cannot find the file specified". Despite this, the textures still go through fine. There is no '.model' file in the folder with the converted files afterwards. In case it matters, the model I'm working with is the Smash Bros trophy model of Rayman.

#4513 User is offline S0LV0 

Posted 04 July 2015 - 01:29 PM

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Expect a new demo of Unleashed Project at this year's SHC. "What, just a demo?" Yeah, just a demo. It takes a while to develop 30+ stages when you're just one person! On the bright side, I'm getting a brand new PC rig in a few days, and it should assist in making development more swift.

#4514 User is offline Atendega 

Posted 04 July 2015 - 04:22 PM

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Color me excited! I'm excited to see all of the ingenious tricks you have undoubtedly employed to make the levels work in Generations.

#4515 User is offline XChaos 

Posted 04 July 2015 - 07:09 PM

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Yeah! Can't wait for the mission stages.... if there will be on the next demo! Right? Wish I could be one developer of the team, but I couldn't cause limited pc specs.
Good luck on development!

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