Conversion of MRH to something Maya can read?
#1
Posté 01 août 2010 - 09:15
#2
Posté 01 août 2010 - 09:28
Modifié par -Semper-, 01 août 2010 - 11:57 .
#3
Posté 01 août 2010 - 10:41
http://www.blender.o...ad/get-blender/
Modifié par errant_knight, 01 août 2010 - 10:44 .
#4
Posté 01 août 2010 - 11:30
#5
Posté 01 août 2010 - 11:31
#6
Posté 01 août 2010 - 11:31
#7
Posté 01 août 2010 - 11:31
#8
Posté 01 août 2010 - 11:33
#9
Posté 01 août 2010 - 11:55
#10
Posté 02 août 2010 - 12:43
Ack! I meant msh--file meshes. Apparently, our brains were doing exactly the same kind of not working.Eshme wrote...
Doesnt MRH store slider positions only? This wouldnt help if imported anywhere but the Toolset.
Modifié par errant_knight, 02 août 2010 - 12:44 .
#11
Posté 02 août 2010 - 04:48
#12
Posté 02 août 2010 - 04:50
DarthParametric wrote...
You can use tazpn's tool to convert a MSH into a FBX or OBJ which you can import into Maya (or pretty much any other 3D app). It really only works well for static meshes though, as it screws up bones in animated meshes. For those, you really need to use Eshme's script with Max/GMax. You can also use NewByPower's script for Blender, but it has some limitations.
Thanks! I'm looking at importing a static mesh, right now, but I should figure out how to get around that problem before I need to. Do you know where I might find those scripts?
#13
Posté 02 août 2010 - 05:06
GUI for tazpn's Command Line Tools
DA:O Model and Animation Import Export (3dsmax and gmax)
Blender Import-Export Script
This is also useful for quickly viewing DA models in their native formats: DATool: DA model manipulator
#14
Posté 02 août 2010 - 05:07
eshme's 3dsmax tools are here. they also fully work with animations.
newbypowers's blender scripts are linked here.
tazpn's exporter scripts can be found here. they convert models into fbx and obj format.
chewygumball's 3dsmax exporter scripts are here.
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if you are able to use 3dsmax then i would go for eshme's tools because they are the most advanced ones and you will get an all in one tool to im- and export models and animations. also this tool handles dragon age textures, mao and meta files well.
#15
Posté 02 août 2010 - 09:15
Modifié par errant_knight, 02 août 2010 - 09:16 .
#16
Posté 03 août 2010 - 06:22
#17
Posté 03 août 2010 - 02:32
#18
Posté 09 août 2010 - 12:39
#19
Posté 09 août 2010 - 12:45
Eshme wrote...
Is there desire to convert mor into a model or something?
I'd like to be able to create still images, or animation to illustrate a rather large story I'm working on. It's a big pain to have to create a mod and put such things in the game, instead of rendering from a graphics prog, so while this wasn't actually my original question, I need to know now.
#20
Posté 09 août 2010 - 12:54
errant_knight wrote...
Okay, one more question.... Is it possible to get face morphs out of DA:O and into 3DSmax?
well, i don't think so. you can extract the base head morphs but playing with the vertices too much (like with soft selection) will break all morphing features and animations. also adding and cutting vertices will break the head morph. right now it seems there is no working solution to add custom head morphs to da:o. you have to work with qunari, dwarf, human and elf heads and morph them within the toolset.
you could add head parts like horns, jewellery and similar stuff through custom hair.
#21
Posté 09 août 2010 - 01:15
Modifié par errant_knight, 09 août 2010 - 01:18 .
#22
Posté 09 août 2010 - 01:17
I don't know how compatible either of them would be with DA, though.
#23
Posté 09 août 2010 - 01:45
#24
Posté 09 août 2010 - 07:08
now you have to extract the base head and quickly match the vertices to the background. dunno how experienced you are with your modeler but it sounds that your are familar with maya. so it would take only minutes to get the shape right. the morph tool doesn't change the face in huge steps. but you can not reexport your deformed head back into da:o because now it's broken.
after editing the head you can import hair, armor, gloves and boots and you are ready for animating your character. but with the lack of scenes i can't see a benefit. better create custom animations within max if needed, export them to the game and use the cutscene editor to get your movies/stills right
Modifié par -Semper-, 09 août 2010 - 07:10 .
#25
Posté 09 août 2010 - 10:53
Thanks! I think I'll just have to deal with the cutscene editor. My only trouble there is with the animations, so makiing my own in Max might be a good solution-Semper- wrote...
the cutscene editor isn't that hard and you can create screenshots for further manipulation within your 2d editor. so stills are easily doable. you could also create your face morph within the toolset and take screenshots of the different camera angles - just rotate your head and print the screen. these screens can now be used as backgrounds in you 3d modeling app.
now you have to extract the base head and quickly match the vertices to the background. dunno how experienced you are with your modeler but it sounds that your are familar with maya. so it would take only minutes to get the shape right. the morph tool doesn't change the face in huge steps. but you can not reexport your deformed head back into da:o because now it's broken.
after editing the head you can import hair, armor, gloves and boots and you are ready for animating your character. but with the lack of scenes i can't see a benefit. better create custom animations within max if needed, export them to the game and use the cutscene editor to get your movies/stills right





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