Jedi Knight Galaxies is an immersive, competitive and innovative multiplayer shooter, played out in the Star Wars universe. Currently a full conversion mod (soon to go standalone), the project was originally based on and modified from Raven Software’s Jedi Knight: Jedi Academy. Jedi Knight Galaxies is available completely free of charge. We aim to develop the project into a Large Multiplayer Online game, crossing traditional RPG (role playing game) elements with the fast paced excitement of an FPS (first person shooter). The game is supported by its community and developers, contribution is encouraged and newbies are welcome. The current development team comes from a variety of backgrounds, countries, and age, united by our desire to make a great game. Welcome to Jedi Knight Galaxies, where we break the limits!

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Report RSS Start of JKG Skeleton (view original)
Start of JKG Skeleton
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PanderingPande Author
PanderingPande - - 49 comments

The wrist ones I understand, and actually I didn't mean to remove those ones. Haha, late night stuff has got to stop..

It's the lower thigh and lower upper arm ones that made no sense. Those parts of the body just don't move like that, ever.

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Benjin
Benjin - - 1,193 comments

Amazing stuff for JA, can't wait to see it.

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PanderingPande Author
PanderingPande - - 49 comments

Yep, gotta stop these late night things. I don't think through things logically at night. :D DT is right because bones in modeling are not actually to control bones -- there are no 'bones' in the model, only skin. And skin varies in how much it stretches over things. In the case of the thigh bone this is important as to twist the thigh bone I'd need to have that second bone in order to move the bottom vertices gradually more than the top ones, or else end up with a cluster of uglyness at the top.

As for the Radius bones (forearm), that was me thinking that weight painting worked a little differently than it does. In actual fact, I need that second bone to allow the wrist turn while still allowing the wrist to move up and down without making the forearm bend. :D

Lessons learned!

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Description

Additions:
New facial bones (not added, yet) - cheek bones for smiles and smirks and pair of eyebrow bones for inquisitive and angry looks.
2 bones per finger (not added, yet - requires aligning with base mesh first)
Cape bones, for targeting to a cloth simulation mesh for [hopefully] cloth physics for capes.

Removed:
Unnecessary rotation bones in arms and thighs
'Face' bone, which was a duplicate of the cranial.

Skeleton is set up with inverse kinematics for easy animating.