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Extracting characters?


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6 réponses à ce sujet

#1
Gaddes

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First of all, I apologize for how simple a question this must be to everyone, but I'm stumped and need help.

I am trying to get Alistair extracted from the ERFs so that I can import his model into 3DS Max and try animating him.  This is literally my first attempt with the Toolset, however, and I cannot figure out where to locate him and his parts and how to extract him.  Most how-tos I've sifted through seem to focus on doing things within the toolset and not exporting/extracting out meshes and other files.   I already set up the scripts/tools within 3DS Max to import DAO materials, but I just need to figure out how to extract those from the game to begin with.

If anyone could help with the steps, I would be very grateful!!! :happy:

Modifié par Gaddes, 30 août 2011 - 04:58 .


#2
DarthParametric

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Alistair's head is only available as a morph - hm_genfl_alistair.mor. To convert his head into a mesh, you'll need to create a new MRH using the Alistair shape preset and follow the process I recently detailed here - http://social.biowar...index/8086102/2

Modifié par DarthParametric, 30 août 2011 - 07:18 .


#3
Gaddes

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Oh man, I never realized so much work was involved! Thank you for the info though, I'll be sure to read your post/thread as thoroughly as I can... I may have to reply back when I've figured that part out though because I'll still need to extract his body as well! @___@ Does anyone know if an extracted Alistair model is already floating around somewhere online? I really just wanted an Alistair rig to animate with, and learning an entire toolset just for one character seems like a lot to take in.

#4
DarthParametric

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If all you are interested in is animating a model in Max or other 3D app, then there is very little requirement for the toolset outside of creating a new morph to extract the vertex data from - and given that all you need to do in that case is select a shape preset, it's like all of 10 seconds work. The only other toolset-related process you need to endure is using the ERF Editor to extract other required files. You don't need to worry about all the GDA extending and UTC creation steps if you are not making game assets. All you need to do is get to the point where you can import the model into Max. If you're that toolset-phobic, I'll upload the morph XML to my project for you later. EDIT: I went ahead and compiled models for all party member morphs - http://social.biowar...t_file_id=10604

Concerning the body model, there's no specific "Alistair" body - he just uses the generic Human male armour/clothes/body models. If you follow my guide and use DATool to extract the base head model, you'll have to scroll right past all the body models first anyway, so just extract what you need along the way. Be aware that armour (and the naked body) models are split into separate torso, feet and hands models, so you'll need to extract all of those and piece them together to get a complete body. Follow this guide I posted on combining multi-part models into a single model - http://social.biowar...1726964#5811940 You can skip all the GMax setup stuff obviously if you are using Max, and you don't need to worry about re-exporting as you aren't making game assets.

Modifié par DarthParametric, 31 août 2011 - 11:25 .


#5
Eshme

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Yea the body is not specific to Alistair, the same meshes can apply to a player or any other NPC. Its only the headmorph thats Alistair.
There is like a bodypart for each type of Armor or Cloth instead, and for each (most) bodyparts there are versions in race and sex.
These subversions per race/sex use a different rig, and that falls into importance when creating Animations. It matters with which rig you animate regardless of targeted race/sex. I cannot tell out of my head the details, only say the topic is pretty advanced and my exporter supports ways to any experienced user.
As a start you should animate a human/male bodytype.

What purpose do you want new Animations for?

#6
Gaddes

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Oh wow, that's so helpful of you Darth, thank you!! ^^ I will look into this tonight and try it out.

Eshme, after playing DA, I was really interested in seeing if I could animate a better performance of some of Alistair's more interesting scenes, since the ones that are in-game often feel very stiff. I am an Animator, and I really wanted to try making some expressive Alistair moments. I'm not trying to put these animations back into the game though, so I was hoping that would make it an easier process. :)

#7
Eshme

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If not putting it back in game then there is nothing special to be aware of while animating. Just meant as a heads up, it would be.