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Question about head models


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8 réponses à ce sujet

#1
FergusM

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So basically I'm trying to use 'baked' creature heads on 'parts-based' humanoid models. For example, an abomination head on a human model. Or even baked creature heads on different creatures, e.g. Lady of the Forest Head on an abomination model. I want to avoid using a modelling program if possible. I've tried the following:

Editing the .mmh to point to a different .msh. For example, I tried changing the default human head, a human helmet, and the abomination head model to point to the lady of the forest head .msh instead of the .mshs they were originally pointing at. This causes no model to appear when these are selected in the toolset.

Another approach I tried was opening up APR_base.xls and changing the Abomination model to a 'parts' model. This made the head appear without the body in the toolset, but of course there is no model for equipped armor either. I can't figure out how to tell it 'use human male armor for this appearance.' If I set the 'model race' column, it ignores the specified model entirely and just uses the human head/everything mesh.

Any ideas how I can quickly change some field such that I can swap heads as I please?

Modifié par FergusM, 01 août 2010 - 10:11 .


#2
mikemike37

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even if you were to get this to work, they'd be at the wrong height... the neck and torsos would be a long way off from each other. translating the position that in a modelling program will only be the start of it, since the gap for the neck would be different on each so you'd have to start pulling polys around to get as close as possible. if you have limited/no experience of modelling, then I would abandon the idea and look for alternative means of getting the look you're after.

#3
FergusM

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I've considered that, particularly for abominations. However, I feel that for a limited set of models this would work acceptably, especially if you consider monster to monster transitions or the Qunari model, or armor.

For example, look at using head morphs on creatures. Yes, a human head on the lady of the forest wouldn't work; but a Qunari head on a Hurlock model fits quite comfortably.

Modifié par FergusM, 01 août 2010 - 09:38 .


#4
mikemike37

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hmm... looked into it and i cant figure out whats giving the head/body part creatures their head. If, for example, you duplicate any werewolf creature, then change its appearance away from werewolf and back, it loses its head. I don't know how to put it back. I don't think its a .mor file at all.

sorry i can't be any use. im as stumped as you. :(

Modifié par mikemike37, 01 août 2010 - 10:28 .


#5
mikemike37

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okay, looked into the exported utc files, and the desire demon has the following parts when exported:

part 0: PartVariation: 1

part 1: PartVariation: 8

part 2: PartVariation: 1



whereas werewolf has the following:

part 0: PartVariation: 1

part 1: PartVariation: 13

part 2: PartVariation: 1



... if we assume that the Appearance_Type is defining the body, then that leaves part 1 to be modifying the head? worth a shot? about to try this out myself now.

#6
Eshme

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Little prewarning, the heads and following that the eyes are critical to creature mechanics about the skeleton and not just appearance. And without modelling this is a blocky road. Abomination head on a human is just impossible without modelling.

Heads are chosen in the creature editor in the Toolset, and available Heads are written down in the Heads 2DA's. Thats just a matter of extending this list to become available as a selection.



Im sure you can only do this with NPC's. Maybe with the player too but how?



What you need to do is remodel it over the correct skeleton. Export this model following Biowares naming convention. Add the Headmodel into the 2DA. And then you can create the new creature with the Head.

Quiet easy actually if it works.

#7
mikemike37

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okay thats not seeming to have any effect in-game. okay, next step is to extend the APR_base 2da with a new appearance. Duplicate the werewold appearance (or wchichever), but use a number from a different appearance in the "head worksheet" column. See if that does anything for you. I've given up on this one myself.



good luck!

#8
FergusM

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So by copy pasting between sheets in the heads 2DA (which is what I was looking for here), I managed some partial success. Creatures of different 'parts types' can't swap heads, nor can creatures with different animation rigs. And of course some just don't fit. The best matches I found were a Werewolf head on a Shriek body, Revenant Head on an Arcane Horror body and corpse/skeleton heads on each other.



It's more of a curiosity than anything usable, but I'm glad to have figured this out. I was just certain there was something controlling this that I could edit, but I didn't think to look for a heads spreadsheet.

#9
mikemike37

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okay, glad you got it working :)