- Group:
- Trial Member: Trial Members
- Active Posts:
- 10 (0.29 per day)
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- Engineering & Reverse Engineering (9 posts)
- Joined:
- 20-June 15
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Jul 17 2015 03:22 PM- Currently:
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My Information
- Age:
- 15 years old
- Birthday:
- September 7, 1999
- Gender:
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Male
- Location:
- Argentina, Buenos Aires
- Interests:
-
I like developing games, 3d animation, digital art and programming.
My actual project is a game made on Unity3D called "Sonic Unleashed Project", code name is "Sonic Engine".
I like rock music such as Ac/Dc, Zebrahead and Crush40.
Contact Information
- E-mail:
- Click here to e-mail me
- Skype:
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ChaosX79
Previous Fields
- Project:
- Sonic Unleashed Project - Unity3D Game
- National Flag:
- ar
Posts I've Made
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In Topic: Sonic Generations Hacking (and More!)
04 July 2015 - 07:09 PM
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! -
In Topic: Sonic Generations Hacking (and More!)
30 June 2015 - 02:09 AM
=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. -
In Topic: Sonic Generations Hacking (and More!)
30 June 2015 - 12:01 AM
Twilightzoney, 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....
-
In Topic: Sonic Generations Hacking (and More!)
29 June 2015 - 11:00 PM
Joe 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:

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! -
In Topic: Sonic Generations Hacking (and More!)
29 June 2015 - 06:44 PM
Joe 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.

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Jul 17 2015 03:22 PM
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