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Gmax/NWMax - need help


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34 réponses à ce sujet

#1
Shadooow

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So im experimenting with Gmax-NWMax but I need help. I downloaded Pstemarie's NWN Miscelany but there arent answers on my (most basic) questions. Also havent seen any other tutorial that would explain these basics to me. Even google failed or I did :D.

So:
1) how to create an edge on two vertices? I was told that NWN doesnt like squares and rectangles and I need to make triangles, I was able with chamfer edge to make edge on two verts but it seems to me quite random as it doesnt work on all rectangles I need to divide. Is there any better way to do it? Tried to select two verts at once but no choice worked.

2) is there a better way to move UV map? I have several objects in different models and I need to move their texture for all of them to certain value. But in the texture-map editor I dont see that Y-X-Z move helper. I need either to move the texture a bit (didnt found any way to do it at all) or all the texture-verts by certain value in one direction. When I chosen all verts and input into X window -4 they all went to same coords it seems and I had to reset it. And manually positioning is pain really. So how do I do it?

I dont assume save/load would work there because the verts on objects often differs, its not same object unfortunately and its coordinates and shapes differs.

#2
Shadooow

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another problem, how to assign parent? I applied a AuroraTrimesh modifier, there is a Parent: NONE button which in a highlight says "click to select" but when I click on it, there is no input box where I could write it and click on other object (like the aurora base) resets it. Please tell me how to do it.

#3
Rolo Kipp

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<rattling some...>

SFAIK, the "Parents:none" box is information only, it doesn't do anything except tell you the parent of the current object.

To assign a parent to a child object (like an arm), select the child (arm), click on the Link button (should look like chains) and select the parent (torso). Make sure you get out of link mode afterwards (click on the arrow button ("select"?)) or you will be trying to change the link to everything you click on.

<...chains>

#4
Shadooow

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You mean, Select And Link button? third from start on upper bar? Still no luck, I select the object, click on this button then select aurorabase nothing happes. Tried to hold CTRL, doubleclik... didnt helped either.

#5
Shadooow

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ok, finally found out - to link object, one has to hold the button and move to the parent!

#6
Pstemarie

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You can also select the link tool (top left button over render port), select the object you need to parent , then from the edit menu open the select object by name tool and assign the parent that way. As a third method you can link directly in the veiwport as long as the link mode is active.

Modifié par Pstemarie, 12 avril 2013 - 03:25 .


#7
Shadooow

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ShaDoOoW wrote...

1) how to create an edge on two vertices? I was told that NWN doesnt like squares and rectangles and I need to make triangles, I was able with chamfer edge to make edge on two verts but it seems to me quite random as it doesnt work on all rectangles I need to divide. Is there any better way to do it? Tried to select two verts at once but no choice worked.

well sort of figured how, the button create is grayed in edge selection but I can create face on three vertices which makes an edge if theres missing, so I guess thats it

2) is there a better way to move UV map? I have several objects in different models and I need to move their texture for all of them to certain value. But in the texture-map editor I dont see that Y-X-Z move helper. I need either to move the texture a bit (didnt found any way to do it at all) or all the texture-verts by certain value in one direction. When I chosen all verts and input into X window -4 they all went to same coords it seems and I had to reset it. And manually positioning is pain really. So how do I do it?

sort of figured better way by selecting all verts with same U or V position and manually input new U/V position, its far from perfect but works.

Pstemarie wrote...

You can also select the link tool (top
left button over render port), select the object you need to parent ,
then from the edit menu open the select object by name tool and assign
the parent that way. As a third method you can link directly in the
veiwport as long as the link mode is active.

Hmm, cant see it, arent you using 3ds Max by any chance?

#8
Pstemarie

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Link and Unlink buttons are the 3rd and 4th buttons from the left - above the TOP render window underneath the Tools and Group menus. They look like two small white boxes linked with a red chain and broken red chain respectively.

Modifié par Pstemarie, 12 avril 2013 - 07:31 .


#9
Shadooow

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Pstemarie wrote...

You can also select the link tool (top left button over render port), select the object you need to parent , then from the edit menu open the select object by name tool and assign the parent that way.

gotcha :wizard:

#10
Shadooow

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Hmm, got another problem now, seems like a bug. First I though it caused NWMax plus that I recently installed (and which caused several other issues so had to reinstall the NWMax 8 again - bug bug prevailed)

Im working on a PWK. I created a plane of the shape I need, correctly linked everything, models and PWKs exports fine. However the PWK is misplaced badly. When I reset the scene and import that just exported model again the PWK-plane is on place where wasnt before exporting.

PRE exporting: (click to enlarge)
Posted Image
After re-import:(click to enlarge)
Posted Image

Any clue whats going on:?:blink:

Modifié par ShaDoOoW, 17 avril 2013 - 03:10 .


#11
ShadowM

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Your pivots(pwk and it parent) must line up or your pwk will jump so it pivot does line up, this causes the pwk to offset. To move your pivots select Hierarchy (look like three boxes connect to a bigger box on right side) then select Affect pivot only. Click on you pwk to see where it at , click on it parent see where it at. Move the pivor of the pwk so it match it parent(aurora base) then you have to use ResetXForm check your links are good and export and see that fixes your problem.

Modifié par ShadowM, 17 avril 2013 - 11:29 .


#12
Pstemarie

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Just to add to what ShadowM said...

1. You should always center your placeable model on x0 and y0 as best you can.

2. Your PWK dummy should always be positioned at x0, y0, z0

3. Your PWK plane's center should always be positioned at x0 and y0. The actual plane can be offset, its just its origin that needs to be x0 and y0.

4. You can also use a box for the PWK plane. The top just has to be smaller than the bottom, giving a slight angle to the sides. You'll see this on some of the placeables in Project Q and (somewhat) on most of the placeables that theGeorge converted from NWN2. Why would you do this? It comes in handy if placing objects on a sloped plane.

BTW - I noticed the model's name is "mini-mine". You wouldn't be making icons for a world map system by any chance, would you? 

Modifié par Pstemarie, 18 avril 2013 - 10:01 .


#13
Shadooow

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thanks guys I give it a shot later

Pstemarie wrote...

BTW - I noticed the model's name is "mini-mine". You wouldn't be making icons for a world map system by any chance, would you? 

Im finishing the Map Placeables from thegeorge as most of them has PWK done badly, same with use nodes, caused big issues when I used them as useable objects.

But yes Im working on a world map system, using special tileset I created from TR's Mini Mats and miniature characters.

#14
Shadooow

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hm still no luck, when I import it all pivots and centers are at 0,0,0

when I move pwk to where I need it pivots changes, I followed your instructions ShadowM and moved pivot to 0,0,0 again. Then I exported it, reset scene, re-import and the same issue again. :blink:

#15
ShadowM

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No you have to ResetXForm before you export, that update / save the pivots changes.

#16
Shadooow

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its working now, thanks

#17
Shadooow

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Is there any tutorial how to edit (placeable) animation in nwmax?

What I need is to extend a time that is needed from model travels from position A to B, can't see it anywhere.. plz help.

#18
Rolo Kipp

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 <trying his hand...>

Select the model base:
Posted Image

Scroll down the rollout to the list of anims:
Posted Image
In this case, I might want to make the "on" anim a lot longer, because I want the Hom bottle to bubble and boil or something. Right now it's 10 frames - from 70 to 80. Double click the anim to zoom in on just that anim.

Now select *all* your parts, so you get all the keys showing on the anim track.

Click on the "Time Configuration" button near the lower right:
Posted Image

Click on "Re-scale Time" button:
Posted Image

And change the ending time of the anim from 80 to 120:
Posted Image
This will insert a bunch of frames, pushing other keys down-time.

Last step, return to the model base anim rollout:
Posted Image
and edit the entries (all of them starting with "on", working down-time) so that they show the new anim frame range:
on 70 120
on2off 130 160
etc...

Does that help?

<...at using his head>

Modifié par Rolo Kipp, 01 août 2013 - 05:52 .


#19
Shadooow

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Rollo, discard my message, found out its working after all the problem i had is that I edited deactivate animation instead of activate

off2on = activate
on2off = deactivate

perfect tutorial tyvm

#20
The Amethyst Dragon

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Rolo Kipp, I'm stealing that little tutorial on time scaling for the community site. :)

Modifié par The Amethyst Dragon, 02 août 2013 - 04:52 .

  • Rolo Kipp aime ceci

#21
Rolo Kipp

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 <feeling inordinately...>

Ya can't steal what's freely given, friend ;-)

One of these days I really hope to make an expansion to OTRs fantastic Omnibus, adding tutorials from The Learning Curve, DLA forums, Wayback Machine and here.
One of these days :-P

<...pleased>

#22
MerricksDad

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ShaDoOoW, if you are any good at typing faster than you can click, drag, or whatever, try using typed code to accomplish many of the things you want to do. You can supply immediate action code to the gmax console.

Find and open the listener window. It is in the lower left corner by default, or you can F11 to it.

In the pinkish section, or topmost panel shown, you can type something like:

$NameOfYourObject.parent=$NameOfTheParentObject

You can also select multiple objects and parent them all to the same object with:
$selection.parent = $NameOfTheParentObject

Unparent them with:
$selection.parent = none

You can also use wildcards. For instance, if I have 3 skin objects, with name prefix skin_ and I want them to be parented to a jig object, I would do something like this:

$skin*.parent = $jig

I make a lot of script for my own objects, especially ones I intend to reuse, reattach to other objects, or ones I may need to shift textures on later. Especially those which stay the same shape, have their vertices in the same order, or are otherwise applying the same texture I may change later.

Edit:
This code also works when parenting to objects not shown because they have been filtered out or hidden. Say for instance you hide all the bones that go with a skin you are working on, you can still parent skin parts to certain bones if you know their names, and avoid having to hide and show groups to drag at them.

Modifié par MerricksDad, 03 août 2013 - 01:27 .


#23
Shadooow

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is there any tutorial how to make the animloop feature in max?

half year ago I started a project of additional animloops in city interior tileset, especially in tavern terrain, it took me around 100 hours in notepad, very exhausting. Now I though I could do the same in dungeon tileset, so just wondering if it would be easier and faster in max which I recently started learning.

More detailed: I need to make an animloop1/2/3 animation where the only change will be the alpha setting so it makes one or more objects invisible.:innocent:

Modifié par ShaDoOoW, 29 novembre 2013 - 09:22 .


#24
Rolo Kipp

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<fading in...>

ShaDoOoW wrote...
is there any tutorial how to make the animloop feature in max?
...
More detailed: I need to make an animloop1/2/3 animation where the only change will be the alpha setting so it makes one or more objects invisible.:innocent:

Put up a simple series here:

Posted Image
The animloops of a tile are listed under the Aurorabase anims just like other objects. To add a new animloop, define a frame range...

Posted Image
... and pick the animloop number from the dropdown. Then click "add".

Posted Image
Doubleclick the animation from the list to restrict your timeline to that animloop. Click the "Animate" button to register changes to a key.

Posted Image
At the start (Key 10 here), drop your "Alpha" to a value you want, or just drop it one and raise it one to generate a key. Copy the key to the last frame (119 here), if you want the value to return to the start.

Posted Image
In the middle of the loop, set your alpha low (transparent). In this setup, the lava on this tile pulses between translucent and transparent. Not particularly useful :-P

Posted Image
Changing the "Alpha" actually produces two keys; NwN's Alpha and Max's Opacity.But it all comes out in the wash :-)

Let me know if you need more detail on something...

<...and out of view>

#25
Tarot Redhand

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Rolo, since you grab everybody else's tutorials, I hope you've put this one safe (^_^).

TR