Aller au contenu

Photo

Blender 2.5x / Gmax and NWN2 heads


  • Veuillez vous connecter pour répondre
18 réponses à ce sujet

#1
TheOneBlackRider

TheOneBlackRider
  • Members
  • 380 messages
Hello everybody,

EDIT: This started out as a Blender topic, but drifted towards Gmax, because that's where the replies pointed to - no Blender-replies... Left the Blender part in, so maybe someone will be able to help on that part or just find some usefull information.

Original starting post:
I've been checking this forum but didn't find a solution (maybe I oversaw it, though). I hope, that there are still some Blender-user out there...

I want to modify (scale) a minotaur head model. I'm used to Gmax, but it seems, that Gmax cannot export heads (and helmets) with the skin-flag.

So I went to check out Blender.

Blender 2.46 (with the according scripts) does import and export the original NWN2-head models. Sadly that version cannot import that minotaur head model. According to my researches, it might be due to a memory handling problem. So, I went for 2.5x.

After much testing, I found, that the NWN2-import/export-2.5-tool starts to be working with version number 2.58(a) up to 2.62. With 2.63(a), the models are not imported in a proper way (only verts, no faces - error-message is displayed: Attribute error "mesh" object has no defined "faces" ...).

But I don't get it to export the whole model with all sub-parts (eg. _FHair01). It only exports the main head (tested 2.58 through 2.62).

I did read through the "Documentation_Blender_MDB_108b" and "NWN2_Blender_Tut_Jester" and did this (from 108-doku):
"To export a head, you'll want to select the COLS, the COLS child object, the skeleton, the main eye mesh, the eye L01 mesh (there's no eye L02), the head L02, the head L01 and the main head mesh, with the main head mesh as the active object and its name highlighted in white."

Still no luck! (Strange enough, if I do this with an original NWN2-head, it doesn't even export the main model...)

WHAT AM I DOING WRONG? Couldn't find any other helpful tutorial on this.

Or is there a workaround for Gmax? (I don't have 3dsmax)

System: Win 7 x64, 8GIG RAM - Blender: x64-versions (though also tested a x32-version or two, too)
Thanks in advance.

Modifié par TheOneBlackRider, 08 février 2013 - 09:36 .


#2
painofdungeoneternal

painofdungeoneternal
  • Members
  • 1 799 messages
No idea myself, but I do know Hellfire's site and forum are filled with just about everything you need to know about making custom content.

http://www.rwscreations.com/RWSForum/

You also can try asking on the IRC channel ( instructions have their own thread in the forums here at http://social.biowar...index/3116620/1 ) which you can sometimes find hellfire on... most on it just lurk and it might take a few hours for them to pull their heads out of their toolset/modeling program to answer a question, but it's the best NWN2 brain trust out there.

#3
-Semper-

-Semper-
  • Members
  • 2 259 messages
just grab the tazpn's tools within the stickied thread and run them with gmax. im- and export of skinned meshes works without flaws.

#4
TheOneBlackRider

TheOneBlackRider
  • Members
  • 380 messages
Thank you, people!
Yes, Hellfire is still around. And I checked the RWS-site, but HF/RWS are MAX specialists. I didn't find anything to "my" problem with Blender.

Allright: Adding in the Gmax-part into this Blender-topic...
@Semper: You say, you can export a model flagged "type=skin" in Gmax and the flag is kept? I do have the scripts 2.3 for Gmax installed. When I import a head model, the properties show the model flagged as skin (properties window) and also in the NWN2 2.3 Plugin Info section (Utilities). Though here, "Character (skin)" is marked by a dot, but greyed. I cannot choose or de-choose it. If I export the model, the skin-flag is transformed into a rigid-flag!

Also if I flag an object manually in the User Defined Object Properties ("type=skin") and export it, its turned into type "RIGD". This also happens, if I try to export a helmet.

Well, let's say, it's set to RIGD/rigid: If I add a skin-modifier, I'm able to activate the skin in the NWN2-utility-tool and it's also shown written out in the properties. But after the export and re-import of that exported model, all is back to RIGD (no matter if I do collapse the modifier or not)!

So, it would be great, if I could do all this with Gmax, but what am I doing wrong?


Allright! When I posted the crossed out part, I did quit a few testruns with Gmax and the result was as described above!
Later I tried again and this time it worked! The key is to add the skin-modifier (which I did), then skin is choosable. Don't know though, what went wrong first hand.

Thanks Semper for kicking in Gmax again by saying, that it does work!

The new problem I now have, that the model isn't showing up! It did show up, when exporting with Blender (though that model was not complete, so unusable). I saved it as an override for a half-orc head and checked in the player-creation-part.
Never ending story this is! :unsure:

Any clou?

Modifié par TheOneBlackRider, 05 février 2013 - 01:38 .


#5
-Semper-

-Semper-
  • Members
  • 2 259 messages
is your mesh named properly? are there proper uvs? are the textures linked to the mesh? are the textures in the override folder (in case you're using custom ones)? is your mesh rigged to the skeleton? without details nobody can really help you. you could also upload your exportes mesh so that others are able to look for themself ;)

#6
TheOneBlackRider

TheOneBlackRider
  • Members
  • 380 messages
Sorry Semper! You are right.
Well, all I did atm is to import the model into Gmax, rename the head model (+_FHair01) to p_oof_head01, so it will override the original HO-head01, added the skin modifier to flag it as skin and thus exporting it with the same properties (at least, I thought so - well, I compared them and they contain the same info) - all to see, if the exporting was working.
When importing the original model, I had the textures in the same directory, but nothing else.
The texture shows in Gmax and is in the override. The model shows fine with the PackfileExplorer.

I'm going to double check and retry.
Thanks for the offer to look at it. If all fails, I'll get back to that.

#7
TheOneBlackRider

TheOneBlackRider
  • Members
  • 380 messages
I still couldn't find differences between the original model and my exported version (except the renaming). I did a few more export tries, but still the Gmax-head won't show up in the char creation section!

Just for fun, I loaded my Gmax export into Blender (2.5x) and did a re-export right away. As before, Blender threw out the _FHair01-part, but now the model shows up in the char creation section!

(Testwise, I removed the _FHair01 in Gmax and checked that export, but again, it doesn't show.)

Must be, I'm missing something to add befor the Gmax export, what Blender does add and thus make it to be recognized by NWN2...

Modifié par TheOneBlackRider, 05 février 2013 - 10:43 .


#8
TheOneBlackRider

TheOneBlackRider
  • Members
  • 380 messages
OK, I uploaded the files for those, who find the time to look and them and enlighten me. :)
http://social.biowar...ect/8699/#files


Edit: Deaktivated the download, because the riddle is solved (see further down) and it was only ment for others to check, what I'm doing wrong.

Modifié par TheOneBlackRider, 09 février 2013 - 10:57 .


#9
-Semper-

-Semper-
  • Members
  • 2 259 messages
change the file to being public so that others are able to download ;)

#10
TheOneBlackRider

TheOneBlackRider
  • Members
  • 380 messages
Sorry, but it's the first time, I uploaded something here...
Visibility now set to "Everyone". Hope, that does it... (If not, someone please point me into the right direction :)


Edit: Deaktivated the download, because the riddle is solved (see further down) and it was only ment for others to check, what I'm doing wrong.

Modifié par TheOneBlackRider, 09 février 2013 - 10:57 .


#11
-Semper-

-Semper-
  • Members
  • 2 259 messages
the head doesn't appear because you didn't rig it to the skeleton. after quickly weighting all the vertices to the head bone everything appears in-game. as for the problem of gmax not importing nwn2 skeletons i'm afraid i can't help you with this.

gmax is troubling me with errors running on win7 x64 and i don't know if there's bone compatible file format which gmax supports. i also don't know if it's a known issue or a minor one, because there are only a few comments reporting this.

#12
TheOneBlackRider

TheOneBlackRider
  • Members
  • 380 messages
Again: Thanks for taking the time to check this out!
I'm still beginning to understand NWN2-models, so let me ask this: Will I need to load a skeleton in addition to the model, or is that rig/weighing possible without the skeleton beeing loaded? I mean, the correct bonefile name is shown/stored (after applying the skin modifier) and that info is also exported.

Well, Blender gives you a skeleton to import, and maybe that's the reason, why it does show up... Too bad, that 2.5x  removes a part of the model (_FHair01). And Blender 2.46 doesn't import this mino-head at all.

As to Gmax: I also run it on Win7 x64 and had only one issue so far: When adding the skin modifier, it gave that error message mentioned by tazpn. I set it to "run as administartor" in the properties-compatibility-tab and now it seems to be working. I didn't have any other issues atm.

Modifié par TheOneBlackRider, 07 février 2013 - 10:13 .


#13
-Semper-

-Semper-
  • Members
  • 2 259 messages
to rig your model you will need the skeleton, else there are no bones to weight your vertices on. perhaps someone using gmax could help you with this issue.

#14
TheOneBlackRider

TheOneBlackRider
  • Members
  • 380 messages
OK, this would explain, why the Blender-NWN2-tool exports a showing model, because the tool comes with a skeleton, the Gmax-tool of tazpn does not.

So: Back to Blender:
I may have found a work around for my "problem" with blender, but this will need more tinkering. I'll post, if I get any usable results.

Thanks for the help!

Modifié par TheOneBlackRider, 08 février 2013 - 09:23 .


#15
TheOneBlackRider

TheOneBlackRider
  • Members
  • 380 messages
Concerning Blender:
Here is a "maybe" workaround, for the following situation (which I had):

Model imports into Blender version number 2.58(a) up to 2.62, but it only exports the main mesh, no subparts (in my case it was _FHair01).

Blender 2.46 (with the according scripts) does import and export the original NWN2-head models (including all subparts). But this version cannot import a certain NWN2-model (in my case the minotaur head model).

Workaround (though not tested in-depth):
Load NWN2-model into 2.5x and save as a Blender-file.
Load this Blender-file into 2.46. Blender will give you an error saying "File written by a newer Blender binary... expect loss of data!", but after hitting another key (eg. Enter, ESC, ...), the model will show up nicely. Export should work.

Modifié par TheOneBlackRider, 03 mai 2013 - 12:28 .


#16
TheOneBlackRider

TheOneBlackRider
  • Members
  • 380 messages
I was taught, that weighting in Gmax(!) is possible and since there isn't much to be found on rigging/weighting NWN2-type-skin- models within Gmax (most is for 3ds Max and Gmax is much more limited regarding weighting a model), I wrote up a tutorial to be found here:

Gmax - Beginner's Guide to weighting/rigging a NWN2 (head) model

(http://nwvault.ign.c...s.Detail&id=141)


And now, also here:
http://neverwinterva...nwn2-head-model

Additions/Corrections are welcome.

Modifié par TheOneBlackRider, 09 mai 2013 - 10:23 .


#17
Tchos

Tchos
  • Members
  • 5 063 messages
Thanks for writing that tutorial. I may need to learn how to do that kind of thing.

#18
TheOneBlackRider

TheOneBlackRider
  • Members
  • 380 messages
You're welcome.
Maybe it's good for getting an idea on how to weight from scratch, eventhough you seem to be using MAX, which should import skeletons and weights corretly, if they are available (as I was told).
As written in the tutorial: IF you use Gmax, Blender is great to get a reference regarding weights..
Well, of course, all that stuff could be made in Blender, but I'm just too used to Gmax...

Modifié par TheOneBlackRider, 06 mai 2013 - 09:03 .


#19
Tchos

Tchos
  • Members
  • 5 063 messages
I won't be using 3ds Max much longer, though. In fact, as of today, I should be done with it, and back to Gmax, so it's particularly apt.