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Eporting hair and beard meshes


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11 réponses à ce sujet

#1
Edrahil477

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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. 

#2
alschemid

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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
Edrahil477

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Ok but how to rig my beard with DA skeleton?

#4
DarthParametric

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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
Edrahil477

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Watching tutorials right now

#6
Edrahil477

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Me again. I watched some tutorials but still hadn't any idea how to rig my mesh into the DA skeleton

#7
Edrahil477

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any screenshots containing fine solutions will be welcome :]

#8
Edrahil477

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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
DarthParametric

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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
Edrahil477

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Okay I passed it through, I had only hit "reset xform" button in the "Utilities" tab in 3ds max.

#11
Edrahil477

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I have imported my mesh with DA importer and it looks Very fine

#12
Edrahil477

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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