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gmax export cuts the bones/nodes from the model


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#1
Dr.Schnaggels

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Hi...I started to reskin the common elven clothes. I didnt want to replace the old textures so I read tuts how to make "own" clothes/armors.

My texture looked quite well but the shirt down the belt annoyed me. So I loaded Gmax, imported the model, cut the shirt exported it and load the toolset. Now there are no animations ingame.


..I tried a little bit around - I can import ani files...but after exporting my model is it like gmax-export cuts the skeleton from the model...so after another import - if I load animation - only the bones are moving. Is this a bug in the exporter or I am doing something wrong?

Modifié par Dr.Schnaggels, 21 mai 2010 - 02:38 .


#2
Eshme

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If u told which of the 2 max exporter you use? And which tutorial?

#3
Eshme

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Uhm, is this the clothes cth_comf? or somesuch?



I think i know. Did you add a "Skin" mod to the model again? You probably deleted it while you deleted the skirt.

Skin is very important to make the mesh animate.

#4
Dr.Schnaggels

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First, thanks for your answer.

Im using this im- and exporter:
http://social.biowar...t/2336/&v=files

After adding a mesh edit mod i havnt added another skin mod...doesnt know that it is such important...i just looked if the right textures are set.

What exactly i have to do with another skin mod? Does it have to be the last mod added to the model to export right?
Do I have to add/attach every bone new to the model just because I added a edit mesh with a few changes? Or is there a easy way to help me out (just copy-paste the skin mod doesnt work...i tried)
I just wondered cause after my finished job everything works fine in gmax...only after export there is no animation.

Modifié par Dr.Schnaggels, 22 mai 2010 - 09:25 .


#5
Eshme

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The game does not understand the gmax mod layers, you need to think collapsed. The Skinmod needs to be on top of the stack to be exported, because of the vertex order on the collapsed stack. This is just how it is. There is also just a small set of supported Modifiers to be used, which work in gmax but not in game.



What you do is note the bones in the current skinmod and delete it. Now you redo it on top and add the same bones. If you are experienced with it, you can add bones fully customized. You should check out the readme on requirements for this i think its written somewhere.



Then you paint and fix the blend weights how you like. The better u do it, the better the model looks. And think not Biowares models are perfect ,you can surpass them.

#6
Dr.Schnaggels

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uhhhhh...thats much work for this little changes - making stuff for old NWN was easier.

#7
DarthParametric

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You've moved beyond a simple reskin into model alteration. Deleting polygons/vertices like you have done destroys the model's weighting information, which Max refers to as a "skin". Without weighting, animations won't work as there is no data on how the bones should deform the mesh.



If you want to keep things simple and stay in the realm of texture-only edits, find the area you want to get rid of and edit the Alpha channel to make it transparent. Hardly the most elegant solution, but simpler than editing models if you have no experience with that.



And as far as doing what you attempted being easier in NWN, it would be no different on the model side of things. You'd still have to modify and re-weight the model.

#8
-Semper-

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perhaps you could also try to save the painted weightmap bioware created and post it back to your newly created mesh.

#9
Dr.Schnaggels

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thanks for your answers...I will try to figur out the weightmap and save it...but Im unexperienced with it...anyone knows a nice tut for this?

@DarthParametric: No, in the old NWN1 there were no bones (like in this case) if Im remembering right. You had only many different body(armor)parts and these models were moving alone. So you could open a model, change it - and as long its size and position stays true there were no problems with exporting them into the right gameformat.

Modifié par Dr.Schnaggels, 24 mai 2010 - 08:54 .


#10
DarthParametric

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If you have an animated model then you have bones and mesh weighting. It has nothing whatsoever to do with the toolset, it's all in the model and done in 3D apps like Max, Blender, Maya, etc.

#11
ChewyGumball

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NWN hid it from you, thats all. Its a very limited system and thats why they changed it.

#12
Dr.Schnaggels

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yeah...thats all right...but in NWN you could open single model parts (chest, upper arm, lower arm) and change them like you want. Adding spikes...make it a little bit muscular and stuff - then export it. You havnt to pay attention on bones at all after editing.

Im getting really frustrated by this. I would love to simply edit a little bit around or attach old stuff i did to an existing model...but with doing the whole skin mod new its very time-expensive and I dont know really what vertice I should "attach" on what bone or envelope...
It would be perfect if gmax could some kind of "remember" how vertices are bound to the bones so it could handle the animation after editing. It would be like handling the same "attached" vertices just in a new position.

...perhaps I should forget the whole thing and just play the game.

But again...thx for your help.
Have a nice time with Dragon Age

Modifié par Dr.Schnaggels, 26 mai 2010 - 02:00 .


#13
Eshme

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It would probably work, if you didnt attach a mesh modifier, but change the lowest level mesh. I assume it would be impossible to change topology, but if you want to bulge something or shrink a part into invisibility maybe it works?

#14
Dr.Schnaggels

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I tried around much...but with editing a lower modifier its the same - the bones arent moving the model anymore.
And I cant find a step by step tut which explains what vertices have to be attached to what bone exactly.

Sadly...very sadly I havnt the time to try and try...

#15
Eshme

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OH? I would think that things get moving, as long the Skinmod is on top in all cases, with the problem that may happen is that gmax or the export freaks out while you do it. That is because of the topology warning that appears when you enter a low level.

I'm not certain about the problem ;)

#16
ChewyGumball

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When importing you don't set up envelopes so its not guaranteed to work that way. Setting up envelopes is hardly feasible though.

#17
Dr.Schnaggels

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what the hell? Now I skipped my plans about editing models...Im just trying to skin them as good as I can. But I cant get transparency to work. I installed nvidia dds-tools for photoshop. Load the diffuse map, changed the alpha channel (skin-part into black) followed the export-advices of dragon-age-wiki...but nothing happened ?!



I think I will totally give up making stuff...damned !

#18
DarthParametric

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Depends on what textures you are using - some use the alpha channel for other purposes. Also, you need your MAO set up right to use transparency properly.

#19
Dr.Schnaggels

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I want to change clothes and light armor for now. I already thought about the .mao but all tuts and advices I found arent telling something detailed about the mao.

The only line that Im aware of is the line for the reflection-intensity.

I cant find tuts for transparency.

#20
DarthParametric

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Try changing the MAO's DefaultSemantic from "ArmourSkinTint" to "AlphaArmourSkinTint".

#21
Dr.Schnaggels

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man...thats it !

Thanks a lot, now I can at least go on skinning.