Aller au contenu

Photo

Custom Content Creatures


  • Veuillez vous connecter pour répondre
29 réponses à ce sujet

#1
IxionReborn

IxionReborn
  • Members
  • 84 messages
I want to make a Nilshai (from forgotten realms) but it's most likely going to require a new rig/animations. I'm not that great of a rigger but I read somewhere you have to use pre-existing rigs in nwn2... so would be making a creature with 3 floaty long arms like this be virtually impossible?

Any tutorials, tips/pointers on the rigging/animation aspect would be appreciated.

Posted Image
...yup. because what fun would aglarond be without them.

#2
painofdungeoneternal

painofdungeoneternal
  • Members
  • 1 799 messages
www.rwscreations.com is where to register, and get on irc and talk to hellfire.

He's got cat rigs to duplicate ingame animations.

#3
IxionReborn

IxionReborn
  • Members
  • 84 messages
Oh cool, some other tutorial said I couldnt make rigs from scratch but it looks like their tutorial says I can...awesome...    ....anyone wanna rig for me? :P

#4
IxionReborn

IxionReborn
  • Members
  • 84 messages
Posted Image

#5
Hellfire_RWS

Hellfire_RWS
  • Members
  • 623 messages
What modeling software are you using, this will determine if you can do animations and skeletons or not.

Also I already have a purple worm with animations that might work well for your creature there

Modifié par Hellfire_RWS, 24 mars 2011 - 05:33 .


#6
IxionReborn

IxionReborn
  • Members
  • 84 messages
Modelling in Maya, always port it over to 3ds Max, even though I'd prefer doing it all in maya.  Yeah I saw your worm which looked cool, but this guy has 3 long arms with claws. I'm gonna try and get away with joints by making parts of the middle of the arms transparent. (half in dimension half in the extraplanar one, via FR lore..) I'm gonna try and wing it first, still have to UV and texture though, I'll keep in touch.

#7
-Semper-

-Semper-
  • Members
  • 2 256 messages

painofdungeoneternal wrote...

www.rwscreations.com is where to register, and get on irc and talk to hellfire.

He's got cat rigs to duplicate ingame animations.


@hellfire: are those animations compiled and imported from the game or are they recreated within max to reflect the ingame anims? or did this sentence just mean that you recreate the nwn2 skeletons with cat rigs? or am i completely off right now?! :D

#8
IxionReborn

IxionReborn
  • Members
  • 84 messages
How would I go about placing hook points on the arms and hands for vfx. And would they move with the hands?

Would I have to constrain the hookpoints via hierchy or is there some other way..? Uving now just some questions when i get to rigging

#9
-Semper-

-Semper-
  • Members
  • 2 256 messages
i do believe that this are just dummy points named properly. and yes, they will move with the hand through hierarchy.

#10
IxionReborn

IxionReborn
  • Members
  • 84 messages
Are there any creature models using them in nwn? I've looked through a few that I thought would and they didn't have any, need to look at it for reference/ at least what to call them.

-just checked out earth elemental, think it might actually be name-specific joints/bones in the rig  called ap_emit_01 etc.  I could be wrong.

Modifié par IxionReborn, 24 mars 2011 - 11:05 .


#11
Hellfire_RWS

Hellfire_RWS
  • Members
  • 623 messages
they are attachment points linked to bones via hierarchy.

Head
ap_camera
ap_ear_left
ap_ear_right
ap_eye_left
ap_eye_right
ap_forehead
ap_halo
ap_mouth

Chest / Ribcage
ap_back
ap_torso
ap_LArm0CollarBone
ap_RArm0CollarBone

Left / Right Forearm
ap_shield_left
ap_shield_right
ap_arm_l
ap_arm_R

Hands
ap_hand_left
ap_hand_right

Thighs
ap_knee_right
ap_knee_left

Feet
ap_foot_right
ap_foot_left

Root Skeleton
ap_pelvis

Mount
ap_mount
ap_mount_left
ap_mount_right

You can not output new animations or skeletons unless you are exporting from 3DS Max 6,7,or 8 using the exportron plugin.

@ -Semper-
We only have the skeletons for All playable races, the Dogleg Skeleton and the Horse skeleton.
These were all recreated by QK using CAT3. We have no way (to my knowledge to import animations from existing GR2 files.

#12
IxionReborn

IxionReborn
  • Members
  • 84 messages
Aw..no 3ds Max 9..? I've been doing everything with 9 just fine... :(....and uh...what do I set/name the third arm..?

Modifié par IxionReborn, 25 mars 2011 - 03:53 .


#13
Hellfire_RWS

Hellfire_RWS
  • Members
  • 623 messages

IxionReborn wrote...

I've been doing everything with 9 just fine... :(....and uh...what do I set/name the third arm..?

No animation export unless you are using Max 6,7, or 8,  YOu cna name the third arm bones anythign you want. as far as Aps go, try the same naming convention, it should work fine.

#14
IxionReborn

IxionReborn
  • Members
  • 84 messages
Expotron.dle failed to initialize

Error Code 126 - The specific module could not be found.

All the files are supposed to go in the plugin folder right?

(using 3ds Max 8)

Modifié par IxionReborn, 26 mars 2011 - 03:15 .


#15
IxionReborn

IxionReborn
  • Members
  • 84 messages
Expotron doesnt seem to be working, and when I use the mdb exporter by tazpn I export the mesh and collision out as a mdb file, i reimport it back in to check it out and the collision spheres are missing.

Also, does the exportron dll you put up for download work for you on 3dsmax 8?

#16
Hellfire_RWS

Hellfire_RWS
  • Members
  • 623 messages
yes Exportron works fine on 3DS Max 8. Do you have all your meshes flagged correctly?

#17
IxionReborn

IxionReborn
  • Members
  • 84 messages
I'm getting that error code, I can export .gr2 files fine, but the Exportron doesnt show up in the tools tab like it said in the tutorial.  When I export the .gr2 the GUI comes up but I cant really export .mdb's that way with it.


-Anyway...Zbrush WIP... hope this stuff gets all worked out or this is a waste

Posted Image

Modifié par IxionReborn, 27 mars 2011 - 04:17 .


#18
Hellfire_RWS

Hellfire_RWS
  • Members
  • 623 messages
You have to add the button to the tab yourself, it doesn't auto happen unfortunately.

Posted Image

#19
IxionReborn

IxionReborn
  • Members
  • 84 messages
Sorry I wasn't clear enough before, the actual Expotron tool doesn't even show up in the button sets to pick from like you've shown above. I don't know if I'm missing a required .dll that wasn't provided in the download or something.
It wont show up in the plugin-manager either.

I tried reinstalling directx, etc. and it still shows the error message.

I really can't figure out what the problem is.  Bad enough theres only one expotron file in existance on the internet.

Modifié par IxionReborn, 27 mars 2011 - 08:24 .


#20
Hellfire_RWS

Hellfire_RWS
  • Members
  • 623 messages
Just to double check here

You have
Exportron.dle
Granny_max.dlo
In the plugin folder

and
Granny2.dll in the 3DS Max root folder?

#21
IxionReborn

IxionReborn
  • Members
  • 84 messages
There we go... yeah there wasnt really installation instructions and im not the best with that, Man I was really freaking out, but of course once again it was something stupid.  Thanks alot hellfire, ..again.:)

-The collisions came through the import this time but they're all at origin...they were like that with the worm too though so I guess that's supposed to happen.

Modifié par IxionReborn, 27 mars 2011 - 09:31 .


#22
IxionReborn

IxionReborn
  • Members
  • 84 messages
Good News: Nilshai Model is In-Game

Bad News: Have to re-adjust the scale by a lot in the appearance 2da I guess...
                     Run animation doesn't work, not sure if I have to take off the "una" part of it, will do soon

Modifié par IxionReborn, 28 mars 2011 - 02:40 .


#23
Hellfire_RWS

Hellfire_RWS
  • Members
  • 623 messages
Im pretty sure you need a C_creature_run and a C_Creature_Una_Run.gr2, but don't quote me on that. I am at work and would have to make sure of that

From teh OEI tutorial

Animation Name
This can be named whatever you wish
if it is going to be played using a scripted event in the game, such as
in a cutscene. To be used by an action in the game, such as an unarmed
attack animation, it must be named the specific name the engine expects
to see. Listing all of the animation names in here would make this guide
quite long. Here are the standard ones you would use for a basic
creature.

run
idlefidget
idleM
1attack01
1attack02
damage01
damage02
dodge01
knockdownB
proneB
standupB
taunt
death01
death02

Modifié par Hellfire_RWS, 28 mars 2011 - 03:48 .


#24
IxionReborn

IxionReborn
  • Members
  • 84 messages
*Sigh*  Nope tried both, re-exported the skel file.  The size thing is still weird because if I scale it up in game the selection box is crazy huge..

My only guess is I'm doing something nooby in 3ds Max 8, because I'm too used to maya. If someone wants to take a look at the files that'd be great or anything else. I also kept things close to the others in the appearance 2da but it could be messed up.. I'm not really sure.

UPDATE:   Turns out it required an IDLE animation, then both animations worked. (It is the same animation so I'll have to make more to check if its not playing the same one)  

-Only problem left now is this weird scaling issue......-

Update:  Still can't figure out the size issue, I really don't want to re-scale it via the 2da.appearance or in the toolset because the selection box is gigantic.

If there's a way to resize the selection box on the creature through the 2da that would be great, but I couldn't find one.

Seems like it has something to do with the exporter, because when I import it back in the rig/mesh is already shrunk.

Dunno...going to sleep..

Modifié par IxionReborn, 29 mars 2011 - 03:23 .


#25
IxionReborn

IxionReborn
  • Members
  • 84 messages
Haven't made any headway with this, was wondering if anyone would be willing to take a look at the model/rig.