Chinstraps for helmets

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Lemonater47

Grizzled Veteran
Sep 25, 2014
2,370
144
63
27
Ain't much different to adding voices. I have to add the bloody effect, change the 10 parameters for every damn voice cue.

Facial animations looks 10x more fun than that.
 
Sep 28, 2014
756
21
18
USA
That's why I'm saying, get the RO2 heads working before you starting making american animations from scratch.

If you spend three months making animations for the american heads and never figure out a way to make them actually play ingame, you'll be very sad.
 

Lemonater47

Grizzled Veteran
Sep 25, 2014
2,370
144
63
27
So were the mouths for RS heads already modelled and textured inside? Just glued closed or did you do all that too?
 

Raven1986

FNG / Fresh Meat
May 24, 2014
1,067
9
0
Random said he outfitted them with mouths.

Alright, so every syllable needs to be put in there manually. How how face expressions without speech? Like eyes opened up wide out of fear?
 
Sep 28, 2014
756
21
18
USA
The Rising Storm heads were completely shut and empty, I had at manually add everything.

Previous page:
EDIT: Here's what they look like with mouths added by the way:

c9395ead02.png


I can send them over to whoever's working on this.
They're in Source SMD format though so you'll have to convert them to PSK yourself.
 
Last edited:

NorthDumpling

Grizzled Veteran
Jul 13, 2013
1,076
49
48
24
Russia, Saint-Petersburg
The germans are already done. Like I said, take a look in CHR_FaceFX.upk.

I don't know much about it myself, but it seems you have to make his face move to match each voice line.

For example to pose the voice line "Hello": you would need open his mouth for 'he', close the mouth and open the lips for 'll', then open the mouth again for 'o'.

And that's just for one word. You need to do that for every word, of every sentence, of every voice line.

And then do it all again 15 more times, for the other 15 heads.

It sounds great , that some people tought about technical environment of the Red Orchestra 2, but with tonns of work it may took at least 3 month. I hope you guys will done that and Tripwire will add this as a patch.
 

Raven1986

FNG / Fresh Meat
May 24, 2014
1,067
9
0
I'm done about mid-June with my exams. Then I can start off with Face_FX. If someone was to provide the chinstraps until then, I could try and animate them along the faces. :)
 

Kleist

FNG / Fresh Meat
May 3, 2009
2,034
333
0
Deutschland
Great to see some work in this sector. Chinstraps and player mimic.

And good to know that mimic is already part of RO2 (for germans and russians)

btw, have somebody find the animation files for hand signals? We know them from all the screens and trailer. But we don
 
Sep 28, 2014
756
21
18
USA
They're not actual animations, it's just static poses created specifically for those screenshots.

They're still in the files I believe.
 

Lemonater47

Grizzled Veteran
Sep 25, 2014
2,370
144
63
27
Yeah all loading screen pictures were all posed.theres no way they would of physically been able to do all those animations. 3 of them are different animations for the same thing. Pointing and the enemy.

Hell a couple of those poses are actually in the editor. But they are poses that's it.
 
Sep 28, 2014
756
21
18
USA
Code:
// LowerBodyMesh component
/*Begin Object class=ROSkeletalMeshComponent name=LowerBodyMesh0
	SkeletalMesh = SkeletalMesh'Sov_Prototype_Player.Mesh.sov_1stp_lowerbody'
	LightEnvironment = MyLightEnvironment
End Object
LowerBodyMesh=LowerBodyMesh0*/

Apparently you COULD see your legs at one point, but they removed it.
 
Sep 28, 2014
756
21
18
USA
Laziness, lack of time, lack of money, who knows. It's just another perfectly good thing that they cut out for some arbitrary reason.

Sov_Prototype_Player is still in the game files if anyone wants to try to make it work.
 

Raven1986

FNG / Fresh Meat
May 24, 2014
1,067
9
0
Excellent. At least it is "already there." Of course it will still be a lot of work but damn!!! it would finally match with the vehicles showing first person bodies also.

As I said, I could start with the Face FX end of June. For Soviets and Eastern Front Germans we already have the Face FX done but it's just not active in the game. So we need US in Pacific, Japanese, Westfront Germans, Americans and then finally British.

Damn, that is some fancy work to do. :D

What about reaction faces, like pain faces during bandaging and so on. Is there anything in the files or would I have artisan's choice what to do?
 

Beskar Mando

Grizzled Veteran
Dec 13, 2014
1,575
63
48
Baltimore, Maryland
steamcommunity.com
Excellent. At least it is "already there." Of course it will still be a lot of work but damn!!! it would finally match with the vehicles showing first person bodies also.

As I said, I could start with the Face FX end of June. For Soviets and Eastern Front Germans we already have the Face FX done but it's just not active in the game. So we need US in Pacific, Japanese, Westfront Germans, Americans and then finally British.

Damn, that is some fancy work to do. :D

What about reaction faces, like pain faces during bandaging and so on. Is there anything in the files or would I have artisan's choice what to do?

Probably not done if I had to guess.
 

Lemonater47

Grizzled Veteran
Sep 25, 2014
2,370
144
63
27
Excellent. At least it is "already there." Of course it will still be a lot of work but damn!!! it would finally match with the vehicles showing first person bodies also.

As I said, I could start with the Face FX end of June. For Soviets and Eastern Front Germans we already have the Face FX done but it's just not active in the game. So we need US in Pacific, Japanese, Westfront Germans, Americans and then finally British.

Damn, that is some fancy work to do. :D

What about reaction faces, like pain faces during bandaging and so on. Is there anything in the files or would I have artisan's choice what to do?

Well there's a bandaging voice line as you know. Just tie it to that.