For Shep yes, for squadmates though. Depends on what you clone I reckon.
Looking for someone to pose a model for a mod.
#51
Posté 17 mai 2014 - 11:56
#52
Posté 17 mai 2014 - 03:24
Yeah I don't think the switch is in the Coal file. I think it must be in the material. But I will look through the Coal.
#53
Posté 17 mai 2014 - 04:51
OK new Ash,
This is the best I can do.


#54
Posté 17 mai 2014 - 06:28
#55
Posté 17 mai 2014 - 07:44
#56
Posté 17 mai 2014 - 08:16
it is supposted to be dark. It is Ottemis' that I changed the color of to be dark blue and orange.
#57
Posté 17 mai 2014 - 08:21
With straight screenshots from inside Blender, there's no (real) specular so the textures have a flat or matte appearance. If I can get it to render it would take on a certain shine/reflectivity, but if this looks OK or like what you want then...there you go. I wasn't able to apply the previous pose to this one and had to do it from scratch again. Not sure where I'm going wrong. I should look at the skeletons and make sure they are identical because that could be one source of the issue.
#58
Posté 17 mai 2014 - 09:12
I think this is fine.
#59
Posté 18 mai 2014 - 12:38
Hey Getorex can I trouble you to stick her head on I am having trouble figuring out how the neck is from this image. I think it might be easier with the head on. Also can you turn the feet up just slightly at the ankles.
#60
Posté 18 mai 2014 - 01:21
#61
Posté 18 mai 2014 - 04:18
Here we go. Again thanks so much for doing this for me. Looking at it now I have to fix the blue around the head, but I think it looks good. No more dress. Back to space soldier girl ash.


#62
Posté 18 mai 2014 - 08:09
@Bomma72 and @Getorex
I have the textures and mesh on hand for my mods. I was wondering if it wouldn't be too much, if you could fire the .Max file you use to pose the models?
thanks
#63
Posté 18 mai 2014 - 11:51
If your models are in the game you could export those psks because the work perfectly in Blender & 3ds. Weights are usually perfect.
Every time I've ever tried to imprt a psk from 3ds into Blender, all that imports is the skeleton with a big error message regarding the mesh. Importing a psk from Blender into 3ds usually leads to a good mesh but a screwy skeleton that is more trouble than it's worth to repair so I usually delete it and rebone the mesh.
Bomma did well with the skin weighting but I did need to tweak the fingers on the first model a little. The Ajax performmed perfectly from the start and I didn't need to do anything.
I have done a few posing ops in 3ds with me3 models and it's no easier to do there than Blender. The IK bones of the models (hip swivel, shoulder twist, etc) do not function so you have to manipulate individual bones, which adds to the work. I presume the are specific for use in the unreal game engine. Use the tiny pelvis bone to angle and rotate the hips and when doung shoulders make sure to try the collar bones as well as upper chest and shoulder bones to position the upper body.
Bomma, if he doesn't mind, should provide you the models because of the problems I mentioned getting Blender psks into 3ds nicely. You want to just be able to start posing rather than spending hours on weighting.
#64
Posté 18 mai 2014 - 07:51
What version of 3ds did you use? 2011 or 12. I am using 12. I followed this tutorial to do it.
http://me3explorer.f...dsmax-t538.html
The all powerful Mr. Ottemis again.
If you read through the thread there is link for the ActorX export plugin for 2012. All I did was send you the exports from 3ds-12 after I made some minor changes to the models.
#65
Posté 18 mai 2014 - 08:27
What version of 3ds did you use? 2011 or 12. I am using 12. I followed this tutorial to do it.
http://me3explorer.f...dsmax-t538.html
The all powerful Mr. Ottemis again.
If you read through the thread there is link for the ActorX export plugin for 2012. All I did was send you the exports from 3ds-12 after I made some minor changes to the models.
Just FYI Ottemis is a woman. ![]()
#66
Posté 18 mai 2014 - 08:49
Ughh my bad, All powerful Ms. Ottemis. Kind of sexist of me to just assume, for that I appoligize.
#67
Posté 18 mai 2014 - 08:50
I could have said I ment it in a Star Trek kind of way. ![]()
#68
Posté 18 mai 2014 - 10:30
Lol no worries, sexism is partially inherited and unwittingly perpetuated. Not necessarily your fault, but good to be aware of =)
That's how we change the world yes?
#69
Posté 18 mai 2014 - 10:32
I have 3ds Max 2013 and the Actor X exporter. Perhaps there's something about the 2013 version vs 2012. All I know is no matter how I do it, psk import from 3ds into Blender fails from my 2013 version.
#70
Posté 18 mai 2014 - 10:40
Not sure then. I haven't done anything special.
#71
Posté 18 mai 2014 - 11:32
Well, it could really be just an issue of 2012 vs 2013.
#72
Posté 20 mai 2014 - 08:00
I haven't forgotten you. I still have your pink Ashley model to pose. I've been a little busy updating my mods but will get to your needed pose soon.
#73
Posté 20 mai 2014 - 08:17
Take your time, I am not going to use it for my game. I am going to release all my Ash mods at once but there is no rush.
#74
Posté 21 mai 2014 - 04:47
I currently use 3ds max 2014. So far the psk importers play nice with it.
Is there any resources you'd recommend for posing models? Are there resources you'd recommend for posing?
#75
Posté 21 mai 2014 - 07:00
I currently use 3ds max 2014. So far the psk importers play nice with it.
Is there any resources you'd recommend for posing models? Are there resources you'd recommend for posing?
I've done most of the posing stuff in Blender (all of it for Bomma here). I've only tried posing ops in 3ds a couple times. In either case it isn't as easy at it SHOULD be because the IK bones are not functional in either 3ds or Blender (those bones outside the main skeleton called "hip swivel", "shoulder swivel", etc). Normally you'd simply grab one of those bones and move them and the entire appendage (leg, arm, torso, whatever) would move in concerted and natural style. I guess they are only functional in the Unreal game engine.
As it is I had to simply move a few key bones (mainly I do rotate operations on bones, very little move left/right/up/down except to remove any distortions caused by some rotations). For the poses here I started with the tiny little pelvis bone. I'd rotate it to get the hips into the right angle from full front, then turn to either left or right side and rotate again to effectively arch the back, making the butt stick out behind a little bit. Then rotate the hip bones in the legs (front view first to get the angles right in that direction), then from the side to position one leg slightly forward, another slightly back, etc. Get the feet rotated/angled by going to top view, rotate outward to get the feet pointing slightly out. go to straight down the foot axis and rotate left or right to get the bottom flat relative to the ground, etc. Then I'd move to the back and, starting at the bottom, start angling or twisting the torso. In each case keep in mind that the rotation axis is straight into the screen from whatever angle you are looking at the model from. As I think about it the only bones I didn't touch to do any rotations or movements were the lower leg bones (the "knee" bones I think in these models) and the neck bones. All other bones I ended up doing small or larger rotations and slight movements along x, y, or z axis to get the body positioned right.
Don't mess with the God or Root bone.
Try it for a bit and you will get the hang of it.
I've been tempted to add extra IK bones in Blender just to try and make the posing easier but I'm not entirely sure it would work as I expect. Unlike normal Blender animation bones, the bones in these game models are not actually connected to each other and that might have strange consequences in modeling. It is largely because the bones are not connected that I warn against too much lateral movement of a bone. Only THAT bone will move and it will take it out of alignment with the other bones around it. It's OK for a little bit in posing for pictures but it will cause body distortions if you take it too far.





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