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Request: Skeleton sample


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23 réponses à ce sujet

#1
IKe0s

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Im looking for one sample .FXB model; where the vertices are undivided from the joints.
If someone can please provide the file I will appreciate the effort.

Modifié par IKe0s, 18 décembre 2009 - 10:54 .


#2
IKe0s

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merge

Modifié par IKe0s, 18 décembre 2009 - 10:53 .


#3
IKe0s

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Never mind, I found out that I had to use the FBX 2010.0 to get a consistent model imported properly, eg with the vertex still assigned to the bones.

Modifié par IKe0s, 20 décembre 2009 - 09:12 .


#4
IKe0s

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The topic born while I was in the search of the way to import the vertex still attached to the joints in "mine random" editing software.
I learn the hard way, while I was operating with the wrong alias container, so.. shame on me.
In the process I realized that; there simply to much manual work to do for make one new armor, simply because in a way or the other we are talking about actor. So, making a whole new set will require a lot of stuff to do and the hard part for me, will be rig the mesh for every character. Now I dont know how much time other ppl have at theyre disposal but for me is yet another major let down.
An open suggestion for the developer would be: release some assets to get your character rigged, a scene with all the male and female bones in addition to one weight map replacement scripts would be one good start.

Modifié par IKe0s, 21 décembre 2009 - 11:15 .


#5
Trampzabout

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I second that, although im not sure if its legally possible, they used I think physx and other 3rd party tools in 3dmax to create the models. It would be good to see a reference skeleton released though, that could be used to build new character bodies etc..

#6
ChewyGumball

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You can get the skeleton yourself by exporting a model using tzpans tools. You can use the envelopes of the bones to skin, you don't really have to do much besides model the model.

#7
IKe0s

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I know, I've already did one human male body part's. The tedius thing is do for them all, so let's see the body at example: disable all 107 non utilized joint, envlope the remain 26 to fit the mesh, weight the vertex by replacing the bones value by hand to reflect the "sample" model etc etc, etc etc etc .. now, do that for 7x4 time.. it is kinda time huger.
I would take in example the source plugin for XSI and it's helper for rigging the model;
First off there we have some real support on a free tool which can highly reduce the time for importing something inside the "target" game. Inside the helper you can find most of what you aiming for, on mine example the rig helper can let you fit the mesh to the sample model and as follow u can simply replace the weights map for call it done.
Sure, afterwards you can still tweak by hand some weights.. but that is another thing, at the end we have 20 day's ( OR MORE ) required for import something in DA Vs 10 min in something else.
I can go on with some other example, but for this time i will spare you ;)

Modifié par IKe0s, 22 décembre 2009 - 11:09 .


#8
ChewyGumball

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English must not be your first language, I don't understand half of what you said. If you import a skeleton into 3dsmax, then apply a skin modifier, you don't really have much to do by hand unless you want to tweak things. I would assume every package has something similar.

#9
IKe0s

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Well yes, I've told u so, anyhow setting up all the thing required for just have a "clone" weight map sound like lose more time to me because with Max Im losing both's Root and GOD and all non-utilized bones will get stripped from the scene, so back there.. mind to share one functional FBX? :P

#10
ChewyGumball

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What version of max are you using? Everything imports properly for me, but I'm using 2010.

#11
IKe0s

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For some strange behavior I had to revert the FBX2010.2 generated by tazpn tool to ALIAS 2005 ( SDK 6.0 ) for get the whole scene imported in Max ( even in 2010 ).
Applying then the sample envelope to the custom model lend to some funny result once in game, Max are messing with the bones during the export.
--
By the way I was able to apply a weight map straight from the sample model, still need some manual tweak here in there.. but, i dont know Im getting wired result once the model are in game. I need a explanation on the bones/animation utilized and/or how make em working as intended.

Image IPB

Image IPB

Modifié par IKe0s, 23 décembre 2009 - 11:20 .


#12
fjbhhoijn

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could you post a short overview how you did this ?

Im getting to this point right now as Im starting to look into modeling some armor

#13
IKe0s

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Perhaps I need to detach all the element and re-work on the naked existent body. Something like place these all over.


Image IPB

Image IPB

Image IPB

Image IPB

fjbhhoijn wrote...

could you post a short overview how you did this ?
Im getting to this point right now as Im starting to look into modeling some armor


You should better to wait, because right now u will just lose some great amount of time.

Modifié par IKe0s, 24 décembre 2009 - 02:39 .


#14
Deception_2112

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well if you manage to get it working, it'd be great if you would post an overview on how you managed it. I've tried this as well and yes there's been a huge amount of issues, it'd be so much better if BioWare had secured the release of their plugins, but kudos to Chewy and tazpn for releasing great tools in such a short amount of time

#15
IKe0s

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Im working with ASCII type format and the old copy and paste in notepad.

Right now how to get to this point doesnt deserve to get mentioned because it's not working as it should.
While u build up the ".mmh" the "BonesUsed" value are going assigned in a wrong way.

#16
IKe0s

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IKe0s wrote...

Im working with ASCII type format and the old copy and paste in notepad.

Right now how to get to this point doesnt deserve to get mentioned because it's not working as it should.
While u build up the ".mmh" the "BonesUsed" value are going assigned in a wrong way.


Well then.. somehow tonite I've got the epiphany for bind the bones as intended, as follow an quick result and bear in mind; the model still need some tweak to align it with the other parts.

Armor

I will perhaps post a little how to after the holyday.

Modifié par IKe0s, 29 décembre 2009 - 06:12 .


#17
Deception_2112

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That is one hot looking armor!



Can't wait for both release of the armor and the post of the tutorial. Incredible work Ike0s

#18
fjbhhoijn

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yeah,im looking forward to a tutorial. I just importe a modified armorand it crashed my toolset lol

#19
ChewyGumball

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IKe0s wrote...

Im working with ASCII type format and the old copy and paste in notepad.

Right now how to get to this point doesnt deserve to get mentioned because it's not working as it should.
While u build up the ".mmh" the "BonesUsed" value are going assigned in a wrong way.


Which tool are you using that produces wrong BonesUsed values? If its mine I would like to hear more details about the problem and how you fixed it. If its not, I am sure its author would like to hear it as well.

#20
DarthParametric

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I would assume tazpn's, as I've had some issues in the tests I've done with it as well. Apparently NewByPower's Blender script works, so it may be worth trying to import models via that seeing as Blender is free.

#21
ChewyGumball

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I think all his script does is msh files, not mmh files.

#22
IKe0s

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ChewyGumball wrote...

IKe0s wrote...

Im working with ASCII type format and the old copy and paste in notepad.

Right now how to get to this point doesnt deserve to get mentioned because it's not working as it should.
While u build up the ".mmh" the "BonesUsed" value are going assigned in a wrong way.


Which tool are you using that produces wrong BonesUsed values? If its mine I would like to hear more details about the problem and how you fixed it. If its not, I am sure its author would like to hear it as well.


With regard to this issue, I've already drop a pm to tazpn about 13 day's ago, alas the problem which I've reported was just a little part. The main problem on the file generated by tazpn tool is the bone node on the ".mmh.xml" file.
There is literally no value set.
Instead almost each bone node must have an "BoneIndex" value and that value must be assigned to "BonesUsed".
Have at your disposal all the gender/race skeleton in some sort of non-compiled file, is for the above reason.
About uor Max script, I dont know. It complain about lot of things so, Im unable to export something for check.
Anyhow by checking uor FormatsAndExamples seems that someone flag as optional those reference and you didnt use em either.

Modifié par IKe0s, 26 décembre 2009 - 06:12 .


#23
JackFuzz

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ChewyGumball wrote...

You can get the skeleton yourself
by exporting a model using tzpans tools. You can use the envelopes of
the bones to skin, you don't really have to do much besides model the
model.


Can you explain how to do this? Just enough to get my foot in the door? I'm trying to get new animations into the toolset and all I need is  the skeleton I think in 3dsmax.   Then I can use that exporter you mentioned to get compatible animations into the toolset.

Modifié par JackFuzz, 29 décembre 2009 - 10:32 .


#24
Nattfodd

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There is one thing i can't understand.

Why NewByPower's Blender script let you only remodel the mesh without do "nothing" to the bones?

In his tool project, he wrote:
"Known Issues
=================
Import
-----------------
- Imported objects are zero-centered, because msh files doesn't contains object location or position, only geometry.
- Textures, hierarchy and skeletons are not imported ( msh files only deals with geometry )"

Modifié par Nattfodd, 29 décembre 2009 - 09:08 .