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Help with robes


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17 réponses à ce sujet

#1
Wallack

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Hi.

 

The other day I asked for help with some problems with the .plt and the smooth groups and was a huge success. Now I would like to ask help about robes.

 

What I know to do: to get an existing robe, remove the robe (leaving the invis skeleton) and add the new robe.

 

Would like how link that new model to the skeleton so it animates with the character.

 

If someone could help with a few screenshots would be REALLY great.

 

Thanks in advance!



#2
Wallack

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I'm playing with my robe added to an existing one. I removed the existing one but don't know how to map it with the bones. I know is something related to the skin but some help with screenshots would be great :)



#3
ShadowM

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I have not messed with robes much but basically they are skinmeshs using node bones so similar to basic skinmesh rules will still work.

Look over my tutorial I put on the vault to get you pointed in the right direction.

 

Skinmesh tutorial



#4
Wallack

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Ok, I added the skin and the bones:

 

http://i.imgur.com/7uLKNLS.png

 

But this is how it looks

 

http://i.imgur.com/WvXP3aH.png

 

Ignore the T-shape, I would be happy if the robe was attached to the bones and was moving even with the t-shape. I will try to move the arms or just remove them, but anyways, I need help to do the skinmesh correctly.

 

I did it with the vertex? tool, cause I didn't know how to do it by painting.

 

Thanks!



#5
NWN_baba yaga

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hmm,

the pelvis seems to be ok otherwise the legs wouldnt be in the correct position. Something with the torso must be bad thats why neck and arms are way off. IS torso connected to rootdummy?

 

That is a toolset shot right... so the torso must the problem i´m sure. The arms arent even animated as you can see

 

And i use the vertex tool only for rigging so that is not the problem. IT looks not finished anyway in your 3dsmax shot... no arms or neck applied to the skinmesh. And robes must be linked to the aurora base... never to the rootdummy btw. People and I did that mistake quite a few times and it was an easy fix.

 

And before you do anything with skinmeshs. RESETX form the mesh and keep every human bone in position. ResetX form and center pivot is the most important step you have to do before anything else. I know that by many mistakes i did and i tell you once you notice that you have to do everything again just because you havent done these 2 steps are arghhhh ;)



#6
Wallack

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Found the problem.

 

I had the model internally named pmh0_robe035a while externaly was pmh0_robe035.mdl but when exported it was renamed to 35a so I was looking to an oudated version in the toolset.


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#7
Wallack

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Ok, now it worked.

 

Removed the arms but I have a hole!! :D hahaha that shouldn't be a problem. Will take a robe with shoulders and arms and will try to add the arms as well.

 

http://i.imgur.com/VuEYZXQ.png


  • MannyJabrielle aime ceci

#8
Wallack

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New question!!

 

I'm with the editable mesh, selecting all the arm but how can I rotate it completely? or should I rotate all the pieces and then putting them together again? because ok, I can move them but if I rotate them the rotate individually:

 

http://i.imgur.com/yTV6IOH.png



#9
NWN_baba yaga

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hmm,

 

can we have 2 skinmeshs in one robe? I dont remember any robe that had 2 different skinmeshs except for whole creatures.



#10
ShadowM

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Good job, I think you catching on to it. :)

You can keep your arms just like in the tutorial about prepping just give the arms a temp bone and rotate them down where they need(is this a single mesh or is it broken into parts?) to be to match the pheno type base then collapse(this will detach other bones that why I say doing this before do your real work. Yes you can have multiple skinmesh with robes. I good sample to compare to is lisa / dla elven chain.

 

If you want without the arms you can manipulate vertexes and playing with settings in the PARTS_ROBE.2da



#11
Wallack

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I find easier to leave the robe without arms nor shoulders and do them separately although I will have to put some of the vertex together to avoid that hole.

 

If anyone want to give it a try with the arms: http://hieloyfuego.com/robeguapa.rar

 

I will keep it as a robe without arms nor shoulders as I find it easier.



#12
Wallack

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Does NWN Armory converts from human male to human female? If so, what does it do with the boobs?

 

Also, is there any tool to convert to the mounted phenotype? Thanks.



#13
Malagant

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Does NWN Armory converts from human male to human female? If so, what does it do with the boobs?

 No, it will scale proportions to coincide with race, not gender. Male to male across race; fem to fem across race.



#14
Wallack

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Thanks, I have two more questions:

 

1st I imported a mount-compatible robe into gmax. I imported pmh0 and pmh3 and see no difference, not in the robe, not in the bones ... nothing. But it works. How can I make my robe mount-compatible?

 

2nd I do the skin mesh by adding bones and then editing the envelopes with the radius but I've been told that this is not the best option. What should I do? how can I use paintbrush instead of radius?

 

Thanks!



#15
NWN_baba yaga

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I do everything manually. MEans that i select all vertices i want to include to a bone and then i select the next one. Mostly i select every vertex of the mesh and link it to one bone first and then i work on the different bones in detail. That way i know that no single vertex is not 100 % linked! So i dont use envelopes or anything whatsoever. Just manually selecting vertices and try it out how it bends until it is good.



#16
Verilazic

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Silly question. I'm trying to add a reskinned robe to an existing hak, but I just realized that the reskin was supposed to overwrite one of the original bioware robes. I want it as a separate new robe. That means I have to duplicate all the model files, right? Where do I find the original models? >.<



#17
NWN_baba yaga

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If you use NWNexplorer you will find the robes in the hotU Main data, HotU patch data and in the 1.69 patch data. For the robe 2da use the 1.69 one, its the latest!

 

And yes sure you have to duplicate the robe mdl file + plt and name it accordingly ;)


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#18
Wallack

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Anyway, if it overwrites an original model, by just changing the .mdl name and editing the parts_robe.2da accordingly you should see the old robe as is in the core files.