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NWN to NWN2 in GMax... Skin node?


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#1
FaerzressSparkles

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I switched to GMax, as it is more Neverwinter-friendly and is more similar to 3D Max that I used in ancient times.

 

On some models, I cannot find a specific skin node. I am working on converting: Hook Horror, Ettercap, Mithral Golem, Stinger, and the Hobgoblin right now. I have their collision spheres done, but I remember reading that the skin cannot be attached to the skeleton in NWN2 models. I do not remember doing this step on my previous conversions, but is it absolutely necessary? Am I completely lost? Do I not make any sense? :P

 

On the jelly model, I can find a skin node. On other models, I cannot find it. I am probably missing something very obvious to a veteran. 

 

Any assistance would be appreciated... if I finish these conversions I will release them with blueprints for others to use as well.



#2
Rolo Kipp

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<counts ways...>

 

Only some (mostly later) models in NwN1 have skin modifiers.

The Gelatinous cube and the various jellies & puddings have skins, but most of the others don't.

In fact, none of the ones you mentioned do, sfaik...

 

So, the quick and dirty way is to merge all the mesh by texture and then drop a skin modifier on it.

That really *is* a dirty way, as there are all kinds of overlapping, hidden and just plain *ornery* bits left over.

But it does give you something you can play with...

 

<...of skinning cats>



#3
FaerzressSparkles

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Thanks for the reply, Rolo!

 

Yes, I just remembered doing that years ago right before I checked here. I do not remember having any visual issues when doing this, but I see how some models could be tricky. I will give this a try and hope that it is not too bad.

 

What I cannot remember is how I got the animation to work with these single-mesh creatures. Any ideas?



#4
Rolo Kipp

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<trying not to choke...>

 

You'll still need a skeleton (and bones) to hang the skin on. 

A quick and dirty way (again) is to clone all the hierarchy before you merge all the mesh into a skin object. Convert each mesh in the hierarchy into a dummy object (a quick way is to set the trimesh modifier to not rendering and no shadow and run it through CleanModels, which will automatically convert invisible mesh objects to dummy nodes).

 

When done, you'll have the skeleton heirarchy for your bones and a merged skin mesh for the skin.

 

Then the fun part of rigging and weighting =)

 

<... on the bones>



#5
FaerzressSparkles

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Hey! It's been years since I did what little modeling I have done. :P

 

I just found the bones button again. And you must be quite the wizard as your profile photo suggests, as I was just going to ask if something like that (using the original mesh) would work. Thank you for describing the process, I would have been lost without it!

 

Do I need to convert the dummies to bones after creating the mesh or will it just work as-is after I follow your instructions above?



#6
Rolo Kipp

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<positively...>

 

I hesitated answering that hoping someone else would step in :-P

I model primarily with Max 2013 and I rely heavily on some tools I don't think are available in GMax (the Weight table, for one), so I'm not sure about that.

My advice would simply be to try. Put the skin modifier on the unified mesh object and "add bones", selecting the dummies.

If it lets you "edit envelopes" you should be golden. If not, then you may need to explicitly make them bones.

 

<...tentative>



#7
TheOneBlackRider

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You might check here to get some more info on that. Here Semper reported, which bones need to be added to the skin modifier (after you imported a fitting skeleton) for a body mesh - so, you have a direction to start with.

 

http://forum.bioware...ng-a-body-mesh/

 

Gmax seems to loose or mess up weightings, if you import an existing NWN2 model. So re-weighting is needed - and probably also, when converting a model.

I (up to now) don't use the envelopes to weight, but the "Paint Weights" function of Gmax.

 

I posted this link to your Blender-thread, but maybe it fits here, too, even though it's for Max:

 

Updated NWN1 to NWN2 creature conversion tutorial (Complete)

http://www.rwscreati....php?f=18&t=534


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#8
FaerzressSparkles

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Thanks for the advice and instructions guys. I will work on the model some more this weekend since I should have a bit of time.