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OwlBears!


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#1
IAmDeathComeForThee

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Myself and one other (Simian Approbateur from bgtscc) went ahead and made ourselves an Owl Bear (Owlbear?) utilizing the current OC Dire Bear model .  Why?  Well, that's a question we're still asking ourselves, but that's besides the point.:P  Point being, after exporting the new model and getting it IG, I am unable to select the thing.  Click and drag sometimes works to get it highlighted, but you cant move it around without Ctrl-X then Ctrl-V.

Not a huge deal, but we'd like to release this to the community so this bug is best to be eliminated before going public.  Anyone have this issue before, and if not would someone be willing to try exporting it for me to see if you get the same result?   I seem to have been having a few issues with exporting using both exportron and tazpn utilities lately, so I'm wondering if it's my 3ds that's bugged or what.


Anyway, a couple pics.

Posted Image
Posted Image
Posted Image

Modifié par IAmDeathComeForThee, 31 décembre 2012 - 06:08 .


#2
-Semper-

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you copied the skeleton of the bear and renamed it to fit your own model? i know that there are weird issues with custom heads if there're no corresponding skeleton files.

#3
Hellfire_RWS

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Does it have collision spheres?

#4
IAmDeathComeForThee

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Yes it does have collision spheres, and this model has no "head" model, it is just one solid model. It just shares the same skeleton and animations as the dire bear.

Basically all I did is edit the original dire bear model's mesh, reskinned and rename it, then added it in to appearances.2da. So it was exported with all the original collision spheres

I'll upload it for anyone who would want to take a look at it.

Modifié par IAmDeathComeForThee, 31 décembre 2012 - 03:43 .


#5
IAmDeathComeForThee

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http://dl.dropbox.co...815/OwlBear.rar
Here are the files. I included the mdb as well as the Max file.  If somone could try exporting it themselves to see if they get different results that'd help me to know whether my 3ds is bugged or not.

#6
-Semper-

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as hellfire guessed your model lacks coll spheres. just import the dire bear, delete everything but the spheres, import your owl bear and link the collision meshes to the appropriate bones.

#7
IAmDeathComeForThee

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Hmm, did you look at the MAX file? I have the col spheres already linked to the bones in there. They don't seem to be exporting with the model... I must not have something properly selected while exporting everything.

#8
-Semper-

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yeah, you're right. dunno what's causing this but it's happening to me too. now only hellfire or someone experienced in exporting skinned meshes can help. perhaps only expotron works with collision spheres.

the weird thing is that i can import and export vanilla meshes without problems. i can't see where the problem is within your max file... besides the stack everything looks okay, but even if i clear the stack it ain't working :blink:

edit: if i import the vanilla dire bear model with a scale factor of 100, delete the creature meshes and after rescaling skin your owlbear to the skeleton the col. spheres do ex- and import. perhaps those issues are coming from the scaling you did to the vanilla skeleton?

Modifié par -Semper-, 01 janvier 2013 - 11:24 .


#9
Tchos

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Just want to say that I'd been wishing for an owlbear for a while now. Glad to see this one. :) I hope it all gets worked out.

#10
IAmDeathComeForThee

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Thanks Tchos, don't worry we'll get this one out. I'm thinking of putting more feathers on the backs of the front arms like I did with the tail feathers, sort of to give it that "wing" look.

And Semper, I didn't do any scaling with the original, that's just the size it was when I imported it, and I use Exportron to export as it takes it back to the proper scale... You use tazpn utility to export? Anyway, not looking forward to reskinning it all again... :P

#11
Hellfire_RWS

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Sorry the holidays have been keeping me busy Ill take a look as soon as i get a chance

#12
Hellfire_RWS

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I got it working in game.
here is the link to the edited files
OwlBear

I deleted all the collision spheres and recreated them, also I put the skin modifier at the top of the modifier stack and set the model to X= 0.0  it was at -2.

It appears to be working correctly.

Modifié par Hellfire_RWS, 01 janvier 2013 - 05:45 .


#13
IAmDeathComeForThee

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Thanks Hellfire, I'd really appreciate it.

Added some more fealthers for the arms.
Posted Image

#14
Hellfire_RWS

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Its looking really good. The community has been needing these!
Another classic creature in NWN2.. woot!

#15
IAmDeathComeForThee

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Hellfire_RWS wrote...

I got it working in game.
here is the link to the edited files
OwlBear

I deleted all the collision spheres and recreated them, also I put the skin modifier at the top of the modifier stack and set the model to X= 0.0  it was at -2.

It appears to be working correctly.


:blink:  How on earth did I miss this post?  Thanks!  :D:D:D

I guess I thought your "take a look" post was the last one.  Thanks again, weird you had to just delete and re-create them to make it work.  Anyway, thanks again for taking a look and getting it to work. :)

Modifié par IAmDeathComeForThee, 01 janvier 2013 - 11:47 .


#16
Hellfire_RWS

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I know I say this to much, but if you have access to Zbrush , it makes texturing much much easier, and a nice tutorial for feathers.
Bird of prey tutorial

#17
IAmDeathComeForThee

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Yea I think I'm gonna look at purchasing zbrush. This texture however was not made by myself but the person mentioned in the first post. All he did was paint over the the existing UVW texture map for the dire bear and I just did some remodelling for him. It was a very light hearted project to begin with as he was originally only planning on retexturing the dire bear model heh.

But, there's no harm in taking it to that next level and properly unwrapping and starting from scratch. Thanks for the link, I'll forward this to him and let him handle the texture as this was his project to begin with. But ya, as things are now areas like the face are stretched and the UVs are out of wack.

#18
Dorateen

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Now what we need is a bipedal owlbear.

#19
Hellfire_RWS

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For the sake of discussion, what existing creature would work good as a starting point?

#20
-Semper-

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if you don't wanna animate i would choose an unarmed troll or ogre. they seem to fit the bipedal, muscular type with short legs and long arms.

#21
Dorateen

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There's that white-furred gorilla like creature, uruki or something, from MotB.

#22
Dann-J

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The quadrupedal owlbear looks more realistic. A biped would look too much like a dodgy old monster movie featuring some guy in a suit.

By cloning the owlbear model as c_beardire_cl_body02, there's no need to modify appearance.2DA. The owlbear becomes an alternate appearance for the existing dire bear entry.

#23
Tchos

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I submit my interest in the bipedal owlbear as well.

#24
IAmDeathComeForThee

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Are they actually bipedal or do they just stand while showing signs of aggression/attacking much like an actual bear. FWIW I'm working on a custom attack animation which has the creature displaying many bird/owl like movements. For instance it'll push itself up onto it's hind legs in a manner to that of an actual bear, then sort of hop forward one or two steps, bother legs together, and "flap" it's arms forward so to speak like a bird or dragon trying to fly in a backwards motion. The flaps of course are the claw/bear hug attacks, while at the same time itll deliver its viscious beak mawing.

if that sounds rediculous it actually makes a lot more sense in my head.:D


and sorry for any typing errors, typing from my phone.

Modifié par IAmDeathComeForThee, 02 janvier 2013 - 11:19 .


#25
IAmDeathComeForThee

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Anyway, point is I'd rather not continue going ahead with that if people are going to be unhappy it's not bipedal.

The animation for this creature skeleton that is.

Modifié par IAmDeathComeForThee, 02 janvier 2013 - 11:31 .