Rancor as a player unit?
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- authraw
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Rancor as a player unit?
Alright, so I was messing around with some of the units tonight, and I managed to make this:
http://www.youtube.com/watch?v=h9Y5VoJewco
I knew it wasn't going to work--but the thing that surprised me was that the legs, arm, and part of the head actually lined up and move correctly! How much work would it take to make the rancor model work with the Wampa animations?
http://www.youtube.com/watch?v=h9Y5VoJewco
I knew it wasn't going to work--but the thing that surprised me was that the legs, arm, and part of the head actually lined up and move correctly! How much work would it take to make the rancor model work with the Wampa animations?
- SBF_Dann_Boeing
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Re: Rancor as a player unit?
make a new skeleton/anims based on the object's anims.
Gogie started to do something like that...but he never finishes anything....not to mention he pretty much just vanished
Gogie started to do something like that...but he never finishes anything....not to mention he pretty much just vanished
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Penguin
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Re: Rancor as a player unit?
Need to make a new skeleton for it to work.
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RevanSithLord
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Re: Rancor as a player unit?
Roflmao...
That looks funny.
Would be cool though if it did work the way you wanted.
That looks funny.
Would be cool though if it did work the way you wanted.
- authraw
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Re: Rancor as a player unit?
I kinda figured--how much work would that take? Like, is it something that someone with absolutely no modeling expertise at all could do? Or would a seasoned veteran have to take a project like that on?Penguin wrote:Need to make a new skeleton for it to work.
Cuz it would be pretty sweet if I could get this to work somehow...
- SBF_Dann_Boeing
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Re: Rancor as a player unit?
you need XSI to make the skeleton i think
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Caleb1117
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Re: Rancor as a player unit?
I'm not sure, but I Think that all you would have to do is attach a wampa skeleton right onto the rancor msh in XSI.
So you would need the Wampa, and rancor .msh in .xsi format.
So you would need the Wampa, and rancor .msh in .xsi format.
- Maveritchell
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Re: Rancor as a player unit?
We don't have the wampa skeleton. You can't export a skeleton out of a .msh. You could rig it to a regular trooper skeleton, though.
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MetalcoreRancor
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Re: Rancor as a player unit?
What about an Acklay?
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Caleb1117
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Re: Rancor as a player unit?
... What about the acklay?MetalcoreRancor wrote:What about an Acklay?
- Maveritchell
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Re: Rancor as a player unit?
The acklay already is a playable unit, provided you load it into your .lua.
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FragMe!
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Re: Rancor as a player unit?
I don't know if this will help with the Rancor but here is the bone tree for it.


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MetalcoreRancor
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Re: Rancor as a player unit?
Use the acklay as a base instead of a soldier is what I mean.
- authraw
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Re: Rancor as a player unit?
Woah... It's pretty clear that I'm in way over my head--I haven't even the slightest clue where I would start. Again I ask, how big of a project would it be to turn the Rancor into a playable unit? Is there a kindly modeler out there who would be willing to rig the rancor msh to a trooper skeleton for me?
- SBF_Dann_Boeing
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Re: Rancor as a player unit?
the rancor having a trooper skeleton would kind of defeat the purpose of putting a rancor in the map. if your going to give it playable anims/skeleton. get someone to make a new one.
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Caleb1117
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Re: Rancor as a player unit?
The acklay skeleton is way more conveluted then the human model.MetalcoreRancor wrote:Use the acklay as a base instead of a soldier is what I mean.
Why would we use it?
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t551
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Re: Rancor as a player unit?
A more achievable solution would be to scale the wampa skeleton up via .odf, so the rancor isn't quite as shrunken.
Based on the fact that you got it to work, Authraw, it looks like the rancor, like almost all SWBF2 units, shares a common skeleton configuration, just the dimensions of the bones are changed. SO, someone could take the unit template, delete everything but the skeleton, scale and change the skeleton so that it looks like the picture posted earlier in the thread, and then do what Vyse did to get a custom player animation in-game. You'd have to replace all of the basic trooper anims.
In conclusion, it is definitely possible, it's just probably more work than it's worth.
Also, it wouldn't be able to do the cool eat-you thing.
Based on the fact that you got it to work, Authraw, it looks like the rancor, like almost all SWBF2 units, shares a common skeleton configuration, just the dimensions of the bones are changed. SO, someone could take the unit template, delete everything but the skeleton, scale and change the skeleton so that it looks like the picture posted earlier in the thread, and then do what Vyse did to get a custom player animation in-game. You'd have to replace all of the basic trooper anims.
In conclusion, it is definitely possible, it's just probably more work than it's worth.
Also, it wouldn't be able to do the cool eat-you thing.
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EGG_GUTS
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Re: Rancor as a player unit?
If anyone made a swamp map that would be an awesome swamp monster. 
- authraw
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Re: Rancor as a player unit?
More work than it's worth? It would be a freaking playable rancor!t551t551 wrote:A more achievable solution would be to scale the wampa skeleton up via .odf, so the rancor isn't quite as shrunken.
Based on the fact that you got it to work, Authraw, it looks like the rancor, like almost all SWBF2 units, shares a common skeleton configuration, just the dimensions of the bones are changed. SO, someone could take the unit template, delete everything but the skeleton, scale and change the skeleton so that it looks like the picture posted earlier in the thread, and then do what Vyse did to get a custom player animation in-game. You'd have to replace all of the basic trooper anims.
In conclusion, it is definitely possible, it's just probably more work than it's worth.
Also, it wouldn't be able to do the cool eat-you thing.
In any case, is it really necessary to create new anims? I mean, you can give the Wampa anims to any trooper, can't you? It just gets gaps in the model. If you make the model a little oversized to begin with, the gaps shouldn't happen, I should think.
And as cool as a full-sized rancor would be, that wouldn't be necessary for my map. I was thinking I would shrink the rancors down to human- (or wampa-) size and use them like that. Call them Baby Rancors or something. I would be happy with what I have now if the model weren't so deformed.
And, I'm sure this is a dumb question, but... is it not possible to guess what the wampa skeleton looks like? I mean, clearly the legs and arms are right as they are. Would it be possible to just guess what the torso and head should be?
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PvtParts
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Re: Rancor as a player unit?
I think t551 was saying that yes, you would walk around looking like a Rancor, but as far as functionality, you are exactly the same as every other unit (specifically, wampaa). You can't do anything special, you can't pick people up.
So most people who are capable of fixing up the rancor like a unit probably wouldn't want to spend the time to do it - very few people would ever use it.
Couldn't you just put the rancor on the Wampaa's animations (somebody did this with the SBD to create a Grapple-Droid)?
So most people who are capable of fixing up the rancor like a unit probably wouldn't want to spend the time to do it - very few people would ever use it.
Couldn't you just put the rancor on the Wampaa's animations (somebody did this with the SBD to create a Grapple-Droid)?
