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Gmax - Weighting/Rigging a body mesh


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#26
-Semper-

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here's the weighting straight from max. left is bone lleg1 and right lleg2.

 

2m2jdrk.jpg


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#27
TheOneBlackRider

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Thanks again! You're a big help (and fast :))! I'll try to get that weighting done in Gmax.

I will report.



#28
TheOneBlackRider

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Something new:

 

How about L01+L02
 

- Do they need to be weighted, too, or does the engine port the weights from the main mesh automatically / the main mesh "supers" the L0x meshes. My guess is, that they need to be weighted...

- If they need to be weighted, would it make sense to copy the weights (if it is possible in Gmax) from the main mesh to the L0x mesh? I guess not, because the L0x have fewer faces/verts und thus the weight mapping wouldn't match and produce a mess.

- If it is possible to copy the weights from the main mesh to a L0x mesh, does anybody know how to do it? I don't see a "Copy Weights" option. I mean, I can copy the Skin modifier and the bones in use can thus be pasted to the L0x mesh, but the weighting gets lost.

If I use "Paste Instanced", I can "edit envelopes" and the weighting shows on the original mesh, which can be used as a reference.

There is also a Save/Load Envelopes (under Advance Params), but I wasn't able to transfer the weighting to a mesh-copy (unchanged copy of the main mesh) those buttons. Even if I "clone -> copy" the main mesh, the weighting gets lost. If I "clone - > instance or reference" I do get a copy with the weighting, but if I make changes to the copy, it also makes changes to the main mesh... Is there a way to "unlink" them?

 

 

- What would be the smartest way to create a L01/L02 mesh? Using the "Optimize"-modifier? Are those values ok? If, yes, is there something I have to pay attention to, if used?



#29
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ideally you should use the skinwrap modifier which can transform the weighting from a source mesh to a target, but i fear that this modifier ain't included in gmax. it was new in max8. i would not use an automatic process to optimize a mesh to create a lod model. especially the formulas included in such ancient software - you will be left with a horribly messed mesh which won't bend well if animated. even todays remeshing calculations don't really work with low poly meshes. at most i would use them in conjunction with static models where edge loops ain't that important.

 

to optimize just delete some loops. the down side is that it will take some time, but it won't destroy your vert order completely and you could re-use the most of your weight map already created for the base mesh.


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#30
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Last time I tried, I had to reweight the L01 and L02 versions of the mesh. However, as they will only be shown from afar, you don't need to be as precise as for the main mesh. Basically, just make sure that they aren't any forgotten vertices, but it's no use (at least, that's my point of view) checking if the leg goes out of the robe: when the character is close enough to notice this, L02 and L01 will have been swapped to the main mesh already.


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#31
TheOneBlackRider

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OK, thanks again.

Just a thought: To check, if L0x are working, would you export them as main/base mesh (and test them in the toolset/IG). Otherwise, it's probably hard to see.



#32
DukeVega

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So who wants to build me a Xenomorph Creature from ALIENS to fit in NWN2 ?????????? <3



#33
rjshae

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You might check out Plush Hyena of Doom's work for NWN...


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#34
DukeVega

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if only there was 1 button you could press to convert the files lol



#35
TheOneBlackRider

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Don't get the legs to stop passing through the robe, even though I'd say that I'm close to Semper's weighting screen. Frustrated, I doublechecked the original model and... the legs also pass through the robe! :rolleyes: I was sure, that they don't do that. So that "leg through robe" chapter is closed, because it seems, that this is the best, the engine can do.

 

Another question: Does it make sense / does it hurt, if I "Add Bone" all thap_bones to the mesh (withought weighting them), so they are available for the mesh/engine, or are they automatically linked to the mesh, since the mesh is assigned to a skeleton (which has the complete set of available bones)?



#36
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the skeleton and all linked bones will be exported. there's absolutely no need to add them to the skin modifier.



#37
TheOneBlackRider

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OK Semper, all riddles solved (I hope). Thanks for your help - to all of you!

 

Writing up a reference for weights on a human body and a little tutorial. Will post, when finished.


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#38
TheOneBlackRider

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Created and uploaded a weight reference for a HHM-body.

 

http://neverwinterva...eight-reference


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#39
TheOneBlackRider

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OK... while creating the weight reference, another question came up:

 

Blender has "Ribs" as bone for the complete torso (front and back). In Gmax, I weighted (without much thinking of Blender) "Ribcage" to the front and "Spine" to the back. That seems to be working (model behaves well IG).

 

BUT, according to the "Gmax bones list" screenshot (see beginning of this thread), "Spine" seems to be the parent bone to "Ribcage" and "Ribcage" is a secondary bone. Does that mean, weighting "Spine" only would be enough? Or "Ribcage" only (and ignore "Spine")?

 

... one day, this will come to an end... :D



#40
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both bones need to be weighted. ribcage controls the area of the chest, shoulders and upper part of the back while the spine controls the stomach and lower part of the back, right above the hips.



#41
TheOneBlackRider

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OMG! I thought, I had it all sorted and, until now, it (in the end) lined up so well with the bones Blender offers to be weighted / has has a weight reference!

 

In Blender, the p_hhm_skel does have both "Spine" and "Ribs", but only "Ribs" are offered as a bone (on the imported model) and only "Ribs" are weighted:

blende11.jpg

 

Well, as written, in Gmax, I added both bones and weighted them and it works.

 

But still: It's a bit confusing!

 

Anyways: Thanks again, Semper.



#42
TheOneBlackRider

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Errare humanum est...

I wrote a couple of times, that Gmax looses the weighting and the collision spheres (and the specular level of the texture) when importing a skinned/weighted/rigged NWN2 model (eg. a body, head, ...).

I was very convinecd of this, because this happened not only on my newer Win7 (64) PC, but also on my older XP PC.

And nobody opposed this, probably because only very few use Gmax and rigged models.

Now I found, that I was wrong:

Accidently, I stumbled upon a post, which showed a Gmax screen with imported collision spheres!

So I investigated (again - I did that before, but oversaw something) and the reason was the NWN2Utils.ini:
It sets a few needed paths. And since this version was written by Tazpn, a few other versions of NWN2 were published, eg. NWN Complete or via GOG.

I have NWN Complete (which installs NWN1+NWN2) and some things seem to have changed in the path (used regedit to check the paths):

Original ini-setting: NWN2Install=[HKEY_LOCAL_MACHINE\SOFTWARE\Obsidian\NWN 2\Neverwinter]=@"Path"

For XP:
@"Path" has changed to @"Location" (the rest is the same)

For Win 7 (64):
@"Path" has changed to @"Location"
"Wow6432Node" has been added to the path, so it's
NWN2Install=[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Obsidian\NWN 2\Neverwinter]=@"Location"

And you need the granny2.dll in NWN2 root folder!

Now rigged models are imported with the bones/skeleton and collision spheres!

Still, the importer for Gmax is not working 100%:
- Skeleton is not visualized
- Specular Level on texture gets lost
- Envelopes and weighting is out of place


So, you still need to re-weight the mesh (and set the Specular Level to 115 - maybe that's not for all models!).


Well, nonetheless I now I learned how to create a skinned mesh from scratch. Thanks again to all, who gave their input!
 


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#43
Tchos

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That information is useful!



#44
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i thought i already posted that in tchos' "uncrypted gog version" thread, but i can't find my post there... strange.

however the gog version doesn't come with registry entries and you have to change the nwn2utils.ini manually. btw you don't have to use an entry of the registry, you could also just use the installation path of nwn2.


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#45
TheOneBlackRider

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Semper, good, that you (re-) posted this info here (too)!

I'd like to sum up this ini-stuff and also post this to the "new vault". If you don't mind, I'd add your info (in your name), too.

 

Well, it must not be me doing this. If you, Rolo, or anyone wants to do it, NP for me.



#46
TheOneBlackRider

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Finally found the time to finish this tutorial for Gmax (probably also usefull for Max):

 

http://neverwinterva...wn2-body-models

 

Thanks again for all your help!


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#47
IAmDeathComeForThee

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Well done. :)



#48
TheOneBlackRider

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Thank you!

Corrections, additions, etc. are welcome.



#49
Kanis-Greataxe

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This will be very helpful Thanks for taking the time to write it up.