Aller au contenu

Photo

Conversion of MRH to something Maya can read?


  • Veuillez vous connecter pour répondre
24 réponses à ce sujet

#1
errant_knight

errant_knight
  • Members
  • 8 256 messages
Anyone know where there's a conversion tool?

#2
-Semper-

-Semper-
  • Members
  • 2 259 messages
simply this is not possible. a mrh file is just an unexported mor file which stores the morphed postions of the vertices.

Modifié par -Semper-, 01 août 2010 - 11:57 .


#3
errant_knight

errant_knight
  • Members
  • 8 256 messages
Thanks! *snags Blender*
http://www.blender.o...ad/get-blender/

Modifié par errant_knight, 01 août 2010 - 10:44 .


#4
Eshme

Eshme
  • Members
  • 756 messages
Doesnt MRH store slider positions only? This wouldnt help if imported anywhere but the Toolset.

#5
mikemike37

mikemike37
  • Members
  • 669 messages
do we have a tool to convert mrh or mor into a model? i didnt know such a thing existed?

#6
mikemike37

mikemike37
  • Members
  • 669 messages
okay eshme, you're stalking me on the forums... thats twice youve posted within 60 econds of me lol

#7
Eshme

Eshme
  • Members
  • 756 messages
Is there desire to convert mor into a model or something?

#8
mikemike37

mikemike37
  • Members
  • 669 messages
hmm, i could have done some of the heads for my project better if there was... but actually i dont think i'd be bothered to spend the time improving them. laziness? maybe. :P

#9
-Semper-

-Semper-
  • Members
  • 2 259 messages
sry, it's late and i fiddled the file extensions. i talked about msh :D

#10
errant_knight

errant_knight
  • Members
  • 8 256 messages

Eshme wrote...

Doesnt MRH store slider positions only? This wouldnt help if imported anywhere but the Toolset.

Ack! I meant msh--file meshes. Apparently, our brains were doing exactly the same kind of not working. ;) Handy, that!

Modifié par errant_knight, 02 août 2010 - 12:44 .


#11
DarthParametric

DarthParametric
  • Members
  • 1 409 messages
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.

#12
errant_knight

errant_knight
  • Members
  • 8 256 messages

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
DarthParametric

DarthParametric
  • Members
  • 1 409 messages
tazpn's Command Line Tools

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
-Semper-

-Semper-
  • Members
  • 2 259 messages
tmp7704's lighwave im- and exporter can be found here.

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.
=====================================================================

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
errant_knight

errant_knight
  • Members
  • 8 256 messages
Hmmm... Maybe I should think about that. I've never used it, though, and I already have Maya.... If it's set up in a similar fashion, I can probably manage.

Modifié par errant_knight, 02 août 2010 - 09:16 .


#16
DarthParametric

DarthParametric
  • Members
  • 1 409 messages
If you are only interested in static meshes you never need to touch Max, except for meshes requiring collision and light mapping (room models etc). In that case you would just need to get your model into the free GMax (via OBJ is the easiest route) and use Eshme's tools. If you want to go for animated meshes, Max may be the only practical route. Maya will be able to handle things like weapons and such just fine.

#17
errant_knight

errant_knight
  • Members
  • 8 256 messages
Thanks! It sounds like I should expand my skills to Max. Learning is never a bad thing. ;)

#18
errant_knight

errant_knight
  • Members
  • 8 256 messages
Okay, one more question.... Is it possible to get face morphs out of DA:O and into 3DSmax?

#19
errant_knight

errant_knight
  • Members
  • 8 256 messages

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
-Semper-

-Semper-
  • Members
  • 2 259 messages

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
errant_knight

errant_knight
  • Members
  • 8 256 messages
Hmmm... That means I'd have to go with the rather ugly way to do it in Poser. This may not be a good solution after all. Well a combination really--making a generic DAO human in 3dsmax, exporting it to poser, and painting a face on.... Less than ideal

Modifié par errant_knight, 09 août 2010 - 01:18 .


#22
tmp7704

tmp7704
  • Members
  • 11 156 messages
There is applications like "3d ripper dx" and "ogle" which allow to capture entire frames from running programs which use directX and openGL, respectively. Similar how it's possible to capture screenshots and movies of rendered scenes, except these programs capture the underlying geometry.

I don't know how compatible either of them would be with DA, though.

#23
errant_knight

errant_knight
  • Members
  • 8 256 messages
Maybe I'll just have to suck it up, get way better at the cutscene editor, and wrap a mod around all that. ;) Dang. I just want to render a few pictures with the companions and a PC....


#24
-Semper-

-Semper-
  • Members
  • 2 259 messages
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 ;)

Modifié par -Semper-, 09 août 2010 - 07:10 .


#25
errant_knight

errant_knight
  • Members
  • 8 256 messages

-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 ;)

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