Cryptic coolness


Alien51

 

Posted

So I went to kotaku (bored at work) and saw this interesting article:

Click here for the article

So it looks like the animation team (at least for MUO?) will have their own forums...located here ....Will Sexy Jay be posting there I wonder? mmm..

Sorry if this may be a double post


Leader of The LEGION/Fallen LEGION on the Liberty server!
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Posted

That's cool to bad I don't have 4 grand to drop on 3D studio max to use it.


 

Posted

Although it's not 3D Studio Max, SketchUp from Google is a pretty impressive 3D model program. And considering it's $4,000 cheaper than 3D Studio Max (it's free), it's a nice proggie to dabble in.

I made this in about two hours with zero previous experience with the program. It's not a CoH model, but it is a testimony to how easy the program is to learn.


 

Posted

there are many free alternatives to 3D Studio Max but unfortunately it is a requirement for CripticAR.


 

Posted

'Tis true that it does require 3DS but was interesting nonetheless.

So how about it Cryptic? For the 39 month vet. reward, give all of us vets. a free licensed copy of 3DS?


Leader of The LEGION/Fallen LEGION on the Liberty server!
SSBB FC: 2062-8881-3944
MKW FC: 4167-4891-5991

 

Posted

<QR>

I can't get to the link (at work), but does it just require files be in 3D Studio Max form? If so, I'm pretty sure SketchUp can export to their file type.


 

Posted

According to the CripticAR forum it integrates itself into 3D max at install.


 

Posted

WAY over moi head.


 

Posted

Hey everyone.

Just a quick head's up about the new CrypticAR rig. This is not the rig we use for CoX. While this was in development we've been casually discussed the possibility of community created animations, especially for use as emotes in game. While we love that idea, there are some caveats.

We could, in theory, take animations done on this rig and port them over to one of our existing player model rigs, but none of us have really had the time to look into exactly how much work that would be. Could be turnkey, could take weeks of scripting. Even assuming we could get the animations onto one of our legacy rigs (it's all just moving bones around after all), we still have to go through the process of exporting, converting, setting up sequences, and tying those new sequences into an emote. Not a ton of work, but also not something we can just dump into a folder and call it done.

There's also legal issues with doing something like that that we haven't really investigated and I certainly don't understand.

So, feel free to download it and play around with it. If someone does something really amazing, then we might more actively look into what would be involved in incorporating it into the game. But no promises.


 

Posted

I would be going nuts with this rig, but I can't use it so now I'm just plain going nuts. In-house, do you guys only use Max? Or are other 3D programs in use as well?


Playstation 3 - XBox 360 - Wii - PSP

Remember kids, crack is whack!

Samuel_Tow: Your avatar is... I think I like it

 

Posted

You heard him boys and girls. Get modding!


 

Posted

A complete sideline, but does Statesman or Positron ever call their vehicle the Crypticar? The thought just struck me... :-)


 

Posted

[ QUOTE ]
Hey everyone.

Just a quick head's up about the new CrypticAR rig. This is not the rig we use for CoX. While this was in development we've been casually discussed the possibility of community created animations, especially for use as emotes in game. While we love that idea, there are some caveats.

We could, in theory, take animations done on this rig and port them over to one of our existing player model rigs, but none of us have really had the time to look into exactly how much work that would be. Could be turnkey, could take weeks of scripting. Even assuming we could get the animations onto one of our legacy rigs (it's all just moving bones around after all), we still have to go through the process of exporting, converting, setting up sequences, and tying those new sequences into an emote. Not a ton of work, but also not something we can just dump into a folder and call it done.

There's also legal issues with doing something like that that we haven't really investigated and I certainly don't understand.

So, feel free to download it and play around with it. If someone does something really amazing, then we might more actively look into what would be involved in incorporating it into the game. But no promises.

[/ QUOTE ]

Legal stuff

Sign release of Mod/Emote to Cryptic in exchange for modding/emote badge.

Could it be that simple?

Poison Pill
Modding badges


 

Posted

[ QUOTE ]
Although it's not 3D Studio Max, SketchUp from Google is a pretty impressive 3D model program. And considering it's $4,000 cheaper than 3D Studio Max (it's free), it's a nice proggie to dabble in.

I made this in about two hours with zero previous experience with the program. It's not a CoH model, but it is a testimony to how easy the program is to learn.

[/ QUOTE ]


Sketchup is fun but kind of useless in the end. http://www.blender.org/ Try this out if you want a free start in 3d modeling. It's a bit simpler than 3dsm but is pretty powerful and is far more useful than sketchup if you want to do things professionally.


 

Posted

[ QUOTE ]
Hey everyone.

Just a quick head's up about the new CrypticAR rig. This is not the rig we use for CoX. While this was in development we've been casually discussed the possibility of community created animations, especially for use as emotes in game. While we love that idea, there are some caveats.

We could, in theory, take animations done on this rig and port them over to one of our existing player model rigs, but none of us have really had the time to look into exactly how much work that would be. Could be turnkey, could take weeks of scripting. Even assuming we could get the animations onto one of our legacy rigs (it's all just moving bones around after all), we still have to go through the process of exporting, converting, setting up sequences, and tying those new sequences into an emote. Not a ton of work, but also not something we can just dump into a folder and call it done.

There's also legal issues with doing something like that that we haven't really investigated and I certainly don't understand.

So, feel free to download it and play around with it. If someone does something really amazing, then we might more actively look into what would be involved in incorporating it into the game. But no promises.

[/ QUOTE ]

Before you think about enabling something like this take a good hard look at "second life". Then realise the mistake you would be making. I'm all for community created things but without a tremendous ammount of oversight the likes of which you would be totally unable to do you would just be asking for trouble.


 

Posted

Whoa! I hadn't read this thread. I heard about it from Slashdot and come a lokin'. This is very cool. I'm a huge proponent of FOSS (Free/Open Source Sofware). A big thumbs up for comtributing the tool. And a double thumbs up for using the GPL.


 

Posted

[ QUOTE ]
I'm all for community created things but without a tremendous ammount of oversight the likes of which you would be totally unable to do you would just be asking for trouble.

[/ QUOTE ]

That's basically what he's describing. Players generating animations and submitting it for conversion to something they'd use in the future. If we can't do power customization then there'd be no way we could have some kind of open system like you seem to think he's suggesting.


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Posted

[ QUOTE ]
[ QUOTE ]
I'm all for community created things but without a tremendous ammount of oversight the likes of which you would be totally unable to do you would just be asking for trouble.

[/ QUOTE ]

That's basically what he's describing. Players generating animations and submitting it for conversion to something they'd use in the future. If we can't do power customization then there'd be no way we could have some kind of open system like you seem to think he's suggesting.

[/ QUOTE ]

Will someone review each individual animation or will it be automated? I understood what he was saying just not the level of oversight and control that would be implemented.


 

Posted

Anything...the community can do....to help animations....in-game CoX....should....be....thoroughly...PERSUED!!!!!!! !!

For the love of CRIPES I beg those whom are capable in these matters, impress the heck out of Back Alley Brawler and bring some freshness to the animations (NOT just more emotes please before I die of the thought that that gets 99% more attention than actual moving around animations)

Not sure how that comes out sounding, but please don't attack me for it. I simply YEARN to see the day when CoX gets an amazing set of *changed* (and added, why not), fresh animations


 

Posted

The rigs are much more complex than the standard CoH one, it looks like. Most notably, they have individual fingers. CoH doesn't have that. I assume these are what's going to be the basis of Marvel Universe Online, and I'm liking what I'm seeing so far.

But what I'm seeing is limited since I don't have 3DSMax yet. Working on getting it, though. Then I fully intend to figure out the animations and blow people away if possible.

It's what I want to do for a career, after all. Animate stuff.


Animation major and old-school CoHer.

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Posted

I submit my 1st born to the one who makes new AS animations.


 

Posted

[ QUOTE ]
I submit my 1st born to the one who makes new AS animations.

[/ QUOTE ]

Don't you dare touch my Assassin's Blade!


 

Posted

[ QUOTE ]
The rigs are much more complex than the standard CoH one, it looks like. Most notably, they have individual fingers. CoH doesn't have that.

[/ QUOTE ]

Individual fingers are already in CoX, just not on player models. Check out the Fortunatas, for example.