MX Bikes Official Forum

General Category => Suggestions and wishlist => Topic started by: on January 01, 1970, 01:00:00 AM

Poll
Question: Do you prefer boots modding or boots animation?
Option 1: Gimme boots model modding! votes: 16
Option 2: I prefer to have the rider fully and correctly animated, including gear shifts, rear brake, ... votes: 107
Title: Boots modding and animations
Post by: PiBoSo on February 13, 2014, 06:32:58 PM
It is possible to detach the boots from the rider model to allow modding of the model.
However, there are some technical problems:
1) it is difficult for the engine to attach a rigged model to a pre-existing skeleton
2) it would be difficult for modders to rig the boots

A workaround it to attach static models to the skeleton.
This would allow modding, however there is a drawback: no animations. No gearshift animations, no rear brake animation, no bike push / pull animations.

Do you think that boots model modding is more important than animations?
Do you prefer generic animated boots or static moddable boots?
Please vote!


P.S.
Texture modding will always be possible, with both options.
Title: Re: Boots modding and animations
Post by: DD on February 13, 2014, 06:56:47 PM
I voted for option two because I agree that you can make a great looking boot on a generic shaped model with good texture and norms!
Title: Re: Boots modding and animations
Post by: Mace-x on February 13, 2014, 06:59:46 PM
i preffer animations also, normal maps it is!  :)
Title: Re: Boots modding and animations
Post by: ryanmx25 on February 13, 2014, 07:07:26 PM
It would be nice to be able to change boots Ingame but I would prefer animations.
Title: Re: Boots modding and animations
Post by: giopanda on February 13, 2014, 07:12:42 PM
nothing a good set of textures and normal maps can't fix!
rider's feet animations FTW!
Title: Re: Boots modding and animations
Post by: MXK_cdub85 on February 13, 2014, 07:51:14 PM
Animations!
Title: Re: Boots modding and animations
Post by: MxMonster725 on February 13, 2014, 08:02:51 PM
It's a simulator so i choose option 2  ::)
Title: Re: Boots modding and animations
Post by: ChrisMX#77 on February 13, 2014, 08:32:17 PM
Option 2 for sure!!! Dude fuck the boots  ;D
Title: Re: Boots modding and animations
Post by: Motoboss on February 13, 2014, 08:42:20 PM
My vote is for animations even though I'm not a modeler .. I would think they would be more important
Title: Re: Boots modding and animations
Post by: Maxime9014 on February 13, 2014, 09:04:40 PM
Animations, we can make good things with generic model for sure ;)
Title: Re: Boots modding and animations
Post by: Clark139 on February 13, 2014, 11:42:03 PM
Def animations for this guy
Title: Re: Boots modding and animations
Post by: MX181 on February 13, 2014, 11:59:52 PM
Quote from: giopanda on February 13, 2014, 07:12:42 PM
nothing a good set of textures and normal maps can't fix!
rider's feet animations FTW!

This is spot on. As much as everyone wants boot models surely they can't want it more than the animations?
Title: Re: Boots modding and animations
Post by: Ohagan75 on February 14, 2014, 12:15:24 AM
I would love to see the capablity for modelers to have the ability to add their own boots an rig them to your bone structure, however i guess it is up to you on what you do. I just feel with the engine having the capabilites it does, why limit it to one generic boot shape?
Title: Re: Boots modding and animations
Post by: bearded4glory on February 14, 2014, 02:56:09 AM
First, I would like to say that it is nice to give the community the option.  With those two options the choice is clear, animation.  If at some later date there was a way to be able to have both that would be great but I think it is fine to have a generic boot and work of it, as you have pointed out it is not really that noticeable from a distance.
Title: Re: Boots modding and animations
Post by: Ohagan75 on February 14, 2014, 07:11:01 AM
Quote from: bearded4glory on February 14, 2014, 02:56:09 AM
First, I would like to say that it is nice to give the community the option.  With those two options the choice is clear, animation.  If at some later date there was a way to be able to have both that would be great but I think it is fine to have a generic boot and work of it, as you have pointed out it is not really that noticeable from a distance.
you also have to acknowledge that animations are also not that noticeable from a distance. Having both would be nice, but it is clear that almost everyone wants animations over different bot models.
Title: Re: Boots modding and animations
Post by: Ohagan75 on February 14, 2014, 07:18:23 AM
Quote from: PiBoSo on February 13, 2014, 06:32:58 PM
It is possible to detach the boots from the rider model to allow modding of the model.
However, there are some technical problems:
1) it is difficult for the engine to attach a rigged model to a pre-existing skeleton
2) it would be difficult for modders to rig the boots

A workaround it to attach static models to the skeleton.
This would allow modding, however there is a drawback: no animations. No gearshift animations, no rear brake animation, no bike push / pull animations.
DP but I just re-read your post PiBoSo, what is the exact difference between your model and the models say myself or other modelers have made for mx simulator? Also when you say difficult for modders to rig them to your skeleton, how 'difficult' would it actually be?
Title: Re: Boots modding and animations
Post by: Ruubs on February 14, 2014, 05:35:44 PM
As much as I love modeling myself, I'd still prefer some cool animations. I guess the animations will be more noticeable than the boots, and with a good normal, spec and diffuse map, we'll still be able to create tons of different boots.
Title: Re: Boots modding and animations
Post by: Yamaha37H on February 17, 2014, 10:00:34 PM
I voted for option 2, because I love animations, but maybe in game, just "stock" we could have some of the popular boots from todays market already made? That way modders wouldn't have to worry about the animations for the boots? Stuff like Sidi crossfires, tech 10's, gaerne sg12's...stuff of the sort? Just a thought. Idk how hard that would be to implement.
Title: Re: Boots modding and animations
Post by: MX ONLINE SAM on February 18, 2014, 02:49:30 AM
My vote is for animations  ;)
Title: Re: Boots modding and animations
Post by: m121c on February 20, 2014, 03:17:50 AM
Quote from: Ohagan75 on February 14, 2014, 07:18:23 AM
Quote from: PiBoSo on February 13, 2014, 06:32:58 PM
It is possible to detach the boots from the rider model to allow modding of the model.
However, there are some technical problems:
1) it is difficult for the engine to attach a rigged model to a pre-existing skeleton
2) it would be difficult for modders to rig the boots

A workaround it to attach static models to the skeleton.
This would allow modding, however there is a drawback: no animations. No gearshift animations, no rear brake animation, no bike push / pull animations.
DP but I just re-read your post PiBoSo, what is the exact difference between your model and the models say myself or other modelers have made for mx simulator? Also when you say difficult for modders to rig them to your skeleton, how 'difficult' would it actually be?

Although I can't say I've done much rigging (been meaning to try to learn it when I get time) the way I understand it is would be like the mxs skeleton but just more joints? I mean to do a animation with the foot actually shifting up you would need a join most likely in the ankle? I guess I'm not as familiar with it so I won't talk like I am, just speculating.

Would there be a possibility of maybe some modelers to donate some boot models once the game is up and going and you can rig it up to work properly? I agree that you can have well enough norms to fake a boot with a generic shape, but it would always look sicker having the legit model.
Title: Re: Boots modding and animations
Post by: bearded4glory on February 20, 2014, 04:43:24 AM
Hopefully later we can get the ability to customize the rider model more, IDK after looking at it more it seems like it may be lower poly than our MXS models.
Title: Re: Boots modding and animations
Post by: DD on February 20, 2014, 08:43:05 AM
Quote from: bearded4glory on February 20, 2014, 04:43:24 AM
Hopefully later we can get the ability to customize the rider model more, IDK after looking at it more it seems like it may be lower poly than our MXS models.
Pretty sure nothing is stopping us from using our own models... This poll was just decided whether the boots should be combined with the torso or not.

Lower poly is not typically a bad thing either ;)
Title: Re: Boots modding and animations
Post by: MotoRogers499 on March 02, 2014, 12:30:13 AM
im fine with norm maps, less models = less crap for people to rip...
Title: Re: Boots modding and animations
Post by: onlyonetone on March 18, 2014, 09:56:49 AM
Animations definitely.
Title: Re: Boots modding and animations
Post by: Davino142 on April 24, 2014, 01:28:04 PM
Animation ftw, good skinners can make a nice looking but on any model
Title: Re: Boots modding and animations
Post by: Dan on May 04, 2014, 11:38:49 AM
Animations.

+1 -->
QuoteAnimation ftw, good skinners can make a nice looking but on any model
Title: Re: Boots modding and animations
Post by: ALEale on May 13, 2014, 09:26:21 AM
Animation ;)
Title: Re: Boots modding and animations
Post by: arnzzz on November 11, 2014, 11:58:07 PM
100% animations :)
Title: Re: Boots modding and animations
Post by: boune299 on December 31, 2014, 01:06:53 AM
static moddable boots