@fishwicksol If you know how to use Blender, I have an experimental add-on for importing models/animations for download here (requires 2.9): github.com/Murugo/Misc-Ga…
Comparing the facial rigs of these two #SilentHill protagonists side-by-side. #Blender
James' model has 12 morph targets controlling the eyes, eyebrows and mouth. Heather has 25 morph targets, more than double compared to James, allowing for a wider range of expression.
Programmer, reverse engineer, and Silent Hill mega-fan Laura Ann has made an online Silent Hill 2 .mdl viewer. 🤯 Be sure to check it out!
silenthillmuseum.org
@jefftheironicda If you know how to use Blender, I have an experimental add-on for importing PS2 models and animations here (requires Blender 2.9): github.com/Murugo/Misc-Ga…
A small detail in Silent Hill 3: during this scene in the church library, the mocap actor for Vincent makes a stomping motion that can't be seen on camera. #SilentHill
@phillip_trudeau@ZimSanYT@WhereAllBegins@BigmanjapanSC I'm not too sure about PC, but my guess is that they are different. On PS2, there are some header differences between SH2 and SH3 map formats which make them incompatible.
Closers were supposed to climb from under the floor and then attack Heather in the amusement park at the opening. One of animations for it that I built. Where did you bring it from?
In Kingdom Hearts, behind the front door of Geppetto's house is a billboard texture of Traverse Town. The 128x128 texture shows what was very likely an early version of the town's first district, resembling how it looked at E3 2001.
@syst128 I'm not certain, but it seems the game does use one or more parameters to control the intensity of the shake effect (i.e. game models and UI elements can be controlled separately). In Blender I wrote a script which simulates this effect, but probably not in the exact same way.
@MurugalStudio I love this interpretation of the tutorial! I do have one question though, what can you tell me about the shaking effect? I previously thought that it was a matter of a parameter controlling the intensity. Does this theory hold up?
@MurugalStudio Hell yeah!
Snooped around at your github repo. Imported the Vibri model into Unity & turned the walkcycle frames into a vertex animation texture. Looks interesting with interpolation.
Really looking forward to rendering her on my scope when I have some more free time!