DAO Body Models & Remodeling
#1
Posté 21 novembre 2009 - 04:46
I had a question for anyone that has seen the human/elf/dwarf bodies in the toolset.
Would it be possible to either remodel the existing torso/limbs? And can one start from scratch and do it that way, keeping the original poly count in mind?
I'd imagine that the arms are a seperate model then the torso, the legs seperate from the pelvis area, etc. But I'm not sure.
I have looked into the toolset for the torso/arm/leg models, but have been rather busy and can't devote enough time to searching the model files like I would like to.
Thank you for any help and information.
#2
Posté 21 novembre 2009 - 05:06
Adinos' DATool makes looking at the models pretty easy. No need to even unpack the ERF files. I've got my own viewer but its not nearly as streamlined or easy to use.
I've already got custom static models in the game and am trying to clean up stuff to allow for skinned models. Still working on some scaling issues and I have some bookkeeping issues with bone indicies on export that need to be worked through. I've not worked on animation yet but looks mostly straight forward once I'm comfortable with the quaternion packing algorithm they use. Pretty sure that completely custom creatures would be possible but I've not walked through that yet to see if there are any gotchas.
#3
Posté 22 novembre 2009 - 01:30
I think I should just download it and find out. Haha.
I'll get back to that question if it doesn't, but I'm sure there's a way to see the animation skeleton. Not in FaceFX, but in the toolset somewhere.
Also was wondering about the upload of a custom animation. Would it be a simple .bvh file or something we would have to convert to the DA file system?
I am now pushing everything aside to play around with DATool and the toolset, so I'll post what information I find.
Modifié par weirdel, 22 novembre 2009 - 01:31 .
#4
Posté 22 novembre 2009 - 04:23
- Import of static (no bones or cloth meshes) models - possible right now with tazpn's tools.
- Import of modified versions of exported models (slightly tweaked models) (yes, yes, this inludes the nude mods) - should be possible "soon"
- Import of brand new models, using existing animations.(new humanoids or quadrupeds in particular). Should be possible within a few weeks.
- Import of new models with custom animations. ((beholders, winged humanoids and strange creatures with tentacles). - should be possible at some point in 2010.
Modifié par Adinos, 22 novembre 2009 - 04:27 .
#5
Posté 22 novembre 2009 - 05:14
Animation will ultimately require the custom Bioware format to be supported. Animation in my tools will be part of the FBX import and export as max does not support BVH on anything but biped. Unfortunately FBX does not have support for animation formats such as BVH converters built in so that will take more work to support. Presumably Maya and XSI (and modtool) will be similar.
The lack of the cloth model support is probably not too major at this point as retextures probably cover the majority of use cases anyway.
#6
Posté 22 novembre 2009 - 05:34
I have a couple new swords ready to go and would love to bring them in. I also have a creature/character I would like to bring in as soon as it's possible. I just have no idea what process to follow to do so.
Do creatures with body types similar to existing creatures fall under part 2? Or 4? I wouldn't mind using existing animations as the character is a human and just a single body mesh with a morph head (she has long hair so I was going to do it lady of the forest style as opposed to in torso/arms/legs/boots chunks). Possible at this time or no?
I use max.
#7
Posté 22 novembre 2009 - 08:48
BVH files.
http://www.lumonix.net/puppetshop.html
Softimage CAT (not free) has also an option only to import
bvh.
http://cat.wiki.soft...rting_BVH_Files
#8
Posté 22 novembre 2009 - 08:50
tazpn wrote...
I would say part 2 is possible now as well. I've been able to import into max, reexport the nug model posted from the beta. What's missing is collision and hook points from the MMH file but skin is all there. Those other missing items could be added back to the XML by hand.
So you managed to import a DA model into 3D Smax? How do you do that? Consider that i've not got the Toolset yet
Animation will ultimately require the custom Bioware format to be supported. Animation in my tools will be part of the FBX import and export as max does not support BVH on anything but biped. Unfortunately FBX does not have support for animation formats such as BVH converters built in so that will take more work to support. Presumably Maya and XSI (and modtool) will be similar.
The lack of the cloth model support is probably not too major at this point as retextures probably cover the majority of use cases anyway.
Sorry, but what is FBX? And what do you mean with 3D Smax support .bvh only for biped? That you can use .bvh only with 2 legs creature, not 4 legs?
I'm new in 3D world so i'm gathering knowledge...
Thanks.
#9
Posté 22 novembre 2009 - 09:17
that was used for creation of DA:O game asserts (meshes, animations, etc.):
http://usa.autodesk....112&id=13567410
FBX is a file format that is able to store many components
of a 3D scene (geometry, animations (including not-biped animations), lights,
cameras, etc.) It is a more or less generic format that can be used by several
different commercial 3D programs (e.g. 3ds Max, Maya, XSI, etc) as well as by
few free programs like Autodesk Softimage Mod Tool 7.5:
http://usa.autodesk....7&siteID=123112
bvh is a text file format that is used for transfer of biped
animations, motion capture data recoded from human actors with the help of
special equipment. Several packages are able to use it. There are several not-compatible
standards for bvh files.
Modifié par A1x2e3l, 22 novembre 2009 - 09:18 .





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