Product Chat / GGmax New Character Creator ?

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PCS
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Posted: 11th Aug 2020 14:36 Edited at: 11th Aug 2020 14:42
Sorry if this most of these things was already been discussed but i need to know.

In a previous video ( GameGuru MAX Sneak Peek #05 ) when lee was just touching on the subject he was talking about lots of faces in the future to be added on a body.
I am hoping we will also have more than one body type to chose from ?
It would be nice to know if we would be able to change the body's from thin to fat or from Tall to short, stuff like that would be nice.?
I was wondering all the options we currently seeing in the CC customize tab is that all the options we will have , or is there more to come with the final release ?


@ Lee , how about giving us a update on this if there was any extra work being done on the CC

Thanks for all the hard work you have done so far.

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Bored of the Rings
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Posted: 11th Aug 2020 14:55
If I recall, there will be no ability to alter body part attributes e.g. thin, fat etc.
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Posted: 11th Aug 2020 15:37
Quote: "If I recall, there will be no ability to alter body part attributes e.g. thin, fat etc."


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GubbyBlips
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Posted: 11th Aug 2020 17:15 Edited at: 11th Aug 2020 17:17
Thousands of Team Fortress 2 parodies on Youtube!
Very popular game after all these years, and I think "Heavy" is the
most popular character of them all!
If TGC doesn't provide a variety system for Characters, perhaps a 3rd
party will come through$

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Teabone
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Posted: 11th Aug 2020 18:08 Edited at: 11th Aug 2020 18:14
Quote: "I am hoping we will also have more than one body type to chose from ?"


Since the CC+ is using attachments, its kind of possible with manipulating those parts in 3rd party programs like Fragmotion. But I'll tell you, it is no easy task in that workflow.



Creating new attachments or custom attachments also requires that you have an intact full body biped with your attachment.I am not sure if it has to be skinned/rigged to the biped as well.
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3com
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Posted: 11th Aug 2020 18:22
I afraid CC in GGMax will be like CC in GG, with speech features.
Maybe there will be some templates to work with.
Maybe more CC stuff will come as DLC.
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PCS
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Posted: 11th Aug 2020 20:21 Edited at: 11th Aug 2020 20:21
I don't know why but i am starting to get a feeling ( and i hope i am wrong) that the only people who will really benefit from Max , will be the ones that already have extended capabilities and understanding of modeling and how to get good quality models in to Max / GG .
For me the scripting part is more easier to understand and to learn it, even if it takes a long time , but somehow i can help myself with some guidance , but i cant say the same of the modeling part, or the clear understanding of how to manipulate or transform a model from one software to another until it ends up in GG.
For me the biggest part of a average good game, consist off interacting whit good quality Npc, yes also static Models and the scenery, but you nee good quality NPc models.

Quote: "Since the CC+ is using attachments, its kind of possible with manipulating those parts in 3rd party programs like Fragmotion. But I'll tell you, it is no easy task in that workflow."

I really hope the future for max will have an easy way to have the ability to Create a good variety of Characters , or a very easy and straight forward way to get rigged Npc Models in to Max.

Again Thanks to Lee and every one who works hard on Max

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osiem80
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Posted: 11th Aug 2020 20:31
Quote: "or a very easy and straight forward way to get rigged Npc Models in to Max."

exactly, for now its hard to get custom animated characters into gg
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JC LEON
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Posted: 11th Aug 2020 21:15
Quote: "or a very easy and straight forward way to get rigged Npc Models in to Max.""


we all hope for this i suppose
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DVader
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Posted: 12th Aug 2020 02:02 Edited at: 12th Aug 2020 02:03
Well I can't say about CC, but for normal animated models we should have an easier time with GLTF support I hope. I remember asking before it was released, that TGC make available all the info needed to make models for it as soon as it was possible. So that a decent selection of 3rd party stuff could be ready for as close to the release date as possible. Not seen anything yet, but I'm not really a modeller so might have missed that info we were promised.

But I imagine there will not be any third party CC parts on day of release, which would have been a shrewd move if TGC had just released some proper info on it. Like releasing a new console and not taking the opportunity to sell some games as well. We already know TGC don't plan on releasing much media for Max, so when it is out many of us will be starved of quality media for it.

Oh and the CC did have some extra bits originally as I remember. In one of the first demo's of it was mentioned it originally had children included, but the PC brigade messed that one up and they didn't even know about it! I hate how such decisions are made now in case 0.1% of the demographic take offence. Children! In video games! Unheard of. I don't know, the world we live in today is rather pathetic. I mean it's a wonder Bioshock hasn't been banned, you had to make some dark decisions in that game (It's weird, even in a game, I couldn't do anything but save them) .

Saw this yesterday which looks like an interesting update. I know the original has long been useless on newer Blender versions.
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GubbyBlips
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Posted: 12th Aug 2020 03:49
Yeah, I noticed that video also (but wasn't looking for it!)
The license (supposedly much better now) seems to be confusing everybody,
and I'm not a modeler. But it looks like even something I could use, even though
as mentioned, the license seems to be hard to figure out-- according to the
dialogue responses to the post.
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science boy
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Posted: 13th Aug 2020 23:44
i just hope they dont leave the CC for max extremely basic.... as they did with vanilla cc. make lots of parts and then combine or something. the previous cc was restrictive to a main body which meant unable to make trousers tops etc it was a few basics with new skins. aka textures.

they need to really look at this tool and get it very universal otherwise a useless gimmick with no real purpose but to sell the product.. guys get this right
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Posted: 14th Aug 2020 14:13
@science boy. I wouldn't hold your breath Remember the new CC was originally made for GG, then it was decided to be used it in Max instead. People were not happy at the time as I remember. It looks better than the original CC creator, but is still a bit basic compared to even in game character makers say in Fallout or Skyrim for example. We're not going to see fatness levels or other such nice tools in it, Lee has mentioned this several times.

It's not even going to include fighting animations to start with, just talking and walking by the looks. Although they will be added later (probably). At least it will make idle non violent people easier for the majority of people to do. Just a limited range of looks again I did ask at the start for TGC to get out info for artists out early so they could attempt to make alternate parts in readiness of release, but unless I've missed it that hasn't happened yet. So far it is only by people trying things via trial and error that any info has surfaced to my knowledge. I managed to re-texture the trousers as a test in the first alpha but we can already do that with the current version. T-Bone made a different body style, but the head (well neck) didn't match very well. It was just a test though, I can understand not spending a lot of time perfecting it for an alpha

More info about user customisation would be very nice though (not that I would be able to make much myself, but there are some talented artists around here).
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science boy
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Posted: 14th Aug 2020 14:36
@DVader
Quote: "More info about user customisation would be very nice though (not that I would be able to make much myself, but there are some talented artists around here)."

i thoroughly agree
my point being i could not attach parts to the body as the main part was animated and unable to transfer the animations on my preferred modelling program.
i was hoping they would have a lot of parts or a static basic figure which we could manipulate or attach too then import it into the CC and then attach the animations or if they have the parts section which we could also attach too. this would be more universal to model makers and as the lua goes on the shop so could parts created opening a large opportunity to modellers and a new part of a market. i be doing that no problem and some free ones too

as you said it would be nice to have some clarity on its plans

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Posted: 14th Aug 2020 16:21 Edited at: 14th Aug 2020 16:24
@science boy. T-Bone mentioned every part needed the same animation biped top be included. Which I can understand but it seems slightly wasteful at the same time. I imagine it's to avoid some of the issues in the original CC.

Silver lining is it should be a lot easier to import your own custom models in directly from Blender etc, rather than the horror show it is at the moment having to convert from this to that and back again lol. CC will probably be a toy to play with when first starting rather than the main way to add characters.

I'm pretty rubbish at that sort of thing but managed to get a Mixamo fuse character into Wicked fairly easily including animations (which I have never managed in GG). So things are looking up!

Just a quick example. Pretty much straight out of Mixamo. Scale was super small out the box though. Max's scale seems quite high compared to Wicked's default.
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Posted: 14th Aug 2020 17:57
Lets hope for the best., but i think i am going to start saving up some cash so i can pay a modeler to make some Characters for me in the near future.
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Posted: 14th Aug 2020 21:17
CC should be a total mess and i advert you to not really count on it... i hope at least max will be friendly with external animated model import and this will solve all our problems
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osiem80
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Posted: 14th Aug 2020 21:32 Edited at: 14th Aug 2020 21:36
Quote: "CC should be a total mess and i advert you to not really count on it... i hope at least max will be friendly with external animated model import and this will solve all our problems"

it will according to nomad, the customization of animation will be easier in max
Quote: "Lee said Max is using a technique called animation stack where you only need to add the animations you want to use
[12:33]
AMAZING
"
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DVader
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Posted: 15th Aug 2020 07:09
Quote: ""Lee said Max is using a technique called animation stack where you only need to add the animations you want to use
[12:33]
AMAZING"

Well this was available in Dark Basic back in 2000 so not THAT amazing ;p
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Posted: 16th Aug 2020 02:31
Quote: "
Well this was available in Dark Basic back in 2000 so not THAT amazing ;p"


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Posted: 16th Aug 2020 08:28
Ha Just pointing out stacking anims or appending them to be precise was about in TGC products even 20 years ago ;p In fact I will bet many used DB Pro to append anims for FPSC back in the day Was really useful and a lot easier than merging them in 3ds max, as it didn't mess up in-between anims. Nice and clean splits by just making them individually and then joining em up in DB Pro.
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Belidos
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Posted: 16th Aug 2020 11:10
Quote: "Ha Just pointing out stacking anims or appending them to be precise was about in TGC products even 20 years ago"


We actually have it in GameGuru Classic, but people tend to miss it because it has to be done manually via the FPE.

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Posted: 16th Aug 2020 14:03
Quote: "We actually have it in GameGuru Classic, but people tend to miss it because it has to be done manually via the FPE"


people (my self included) tend to miss it (and many other things) due to the documentation miss and this is the real great issue for GG to me a lack of a proper and organised documentation
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Belidos
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Posted: 16th Aug 2020 18:44 Edited at: 16th Aug 2020 18:44
Quote: "people (my self included) tend to miss it (and many other things) due to the documentation miss and this is the real great issue for GG to me a lack of a proper and organised documentation"


Lee actually explains it in one of his videos from when it was added.

https://youtu.be/JLE96dx27Ac?t=2359

(i only put the link in and not added the video because its a long video and i wanted to link directly to the section that shows it)

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JC LEON
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Posted: 17th Aug 2020 01:33
Quote: "Lee actually explains it in one of his videos from when it was added.

https://youtu.be/JLE96dx27Ac?t=2359

(i only put the link in and not added the video because its a long video and i wanted to link directly to the section that shows it)"


thanks for the infos and video..but this is i wanted to say... documentation for a game engine cannot be limited to some videos here and there.. documentation for a game engine needs to be organised and written ... for e.g. in 2018 when this function was added i wanst using GG and when i come back to GG again. i didnt watched all the 1 hour long video on gg channel and like me many toher users that absolutely dont know about many of gg official and not official fuctions that were added over time...
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