Hi. I have taught myself some 3d stuff and created fancy mesh. Now I like to export this into the DAO. I'm using 3ds max with Eshme's plugin.
Eporting hair and beard meshes
Débuté par
Edrahil477
, févr. 16 2012 02:47
#1
Posté 16 février 2012 - 02:47
#2
Posté 20 février 2012 - 01:21
You should to import one of the game's hair into 3d Max, change the mesh with yours, rig it into the DAO skeleton and export it to DAO.
#3
Posté 28 février 2012 - 09:27
Ok but how to rig my beard with DA skeleton?
#4
Posté 28 février 2012 - 01:23
The PDF that comes with Eshme's script explains how to import the rig. You'll need to Google on how to weight/skin a mesh. It's a non-DA-specific process, so there are hundreds of tutorials around, including video tutorials on Youtube.
#5
Posté 28 février 2012 - 08:37
Watching tutorials right now
#6
Posté 01 mars 2012 - 09:05
Me again. I watched some tutorials but still hadn't any idea how to rig my mesh into the DA skeleton
#7
Posté 02 mars 2012 - 11:05
any screenshots containing fine solutions will be welcome :]
#8
Posté 03 mars 2012 - 10:05
Hurrah! I imported one hair mesh from "More Hairstyles" mod and had used it as a guide. Skinning is done. But when I try to export I got this error - "Following Objects found in the Hierarchy are improperly scaled, and their xform should be resetted to avoid errors...".
#9
Posté 03 mars 2012 - 10:55
Because of the way Max works, you can't scale objects directly and then export without doing a Reset XForm. You'll probably need to reset the object, add an XForm modifier and then scale that. I describe the process as part of this post - http://social.biowar...86102/3#8196628 - and Google should also provide plenty of specific XForm tutorials.
#10
Posté 03 mars 2012 - 10:55
Okay I passed it through, I had only hit "reset xform" button in the "Utilities" tab in 3ds max.
#11
Posté 03 mars 2012 - 10:57
I have imported my mesh with DA importer and it looks Very fine
#12
Posté 03 mars 2012 - 11:02
Now I'll change the names only, copy .mmh, .msh, .met, .phy, .mao and textures to .../core/override/Afterwards I'll add an entry in the appropriate line in the chargenmorphcfg.xml





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