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First Custom Creature


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11 réponses à ce sujet

#1
Lucan Silverhand

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So I'm trying to get into the modding custom creature scene, starting with the most simple creature possible: A mesh attached to a single bone.

I'm using all the necessary 3ds max and granny plugins.

 

I'm following the nwn1 creature conversion tutorial written by Ariok which states that you select the mesh and export it as a .GR2 file, then export the idle and un_idle animations in the same fashion, before exporting the mesh as an MDB.

 

Even with a simple 1 bone every time I re-load it into 3ds max (or the toolset) it appears stretched. When I load the nwn2 chicken skeleton into 3ds it stretches that too, but the wolf model exports/imports its skeleton fine. Odd, eh?

 

So what's the difference between my humble 1 bone creature and the chicken and the wolf? How do I get my skeletons to export correctly? 


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#2
Lucan Silverhand

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Also what does this mean: "Vertex is weighted to non-rendering bone (head)

Node: c_1bone_cl_body01"

 

I get this error message whenever I go to export the mesh.

 

How do I make it so the bone is renderable?



#3
rjshae

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Does this help any?



#4
Lucan Silverhand

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Looks like I'm exporting it correctly... Tried following both that tutorial and Ariok's to the letter. Still the skeleton re-imports stretched and exporting the model always gives the same error message.



#5
4760

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Are you sure there's only one bone in the bones list of the skin modifier?

However, the indication of "non-rendering" and "(head)" in the same error message also would lead to check if the expotron settings are correct, namely: is the box "head (cutmesh)" unticked?



#6
Lucan Silverhand

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The head bone was actually a second one I added just to test it. The same thing happens with just one bone, just change "head" to "c_1bone_skel".

Do you mean "Head (cutscene)"? I tried that, now it says "could not load skeleton file"??



#7
Lucan Silverhand

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I re-checked that all of the names were correct and it exported the mesh fine! But I still have the skeleton stretching in-game and when I re-import it into 3ds max.



#8
4760

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OK, so we're progressing.

Let's summarize what you have to do:

1) add a skin modifier to your mesh

2) select the bones that affect your creature (only one in this case)

3) in the Expotron settings:

   a. Select skin

   b. Fill the last box (maybe you'll have to scroll up) so it contains c_creature_skel (which is probably why you've got the new error message)

4) export the c_creature_skel.gr2

5) export the idle animation (c_creature_idle.gr2 and c_creature_una_idle.gr2)

6) export the c_creature_cl_body01 file in the same folder as the c_creature_skel.gr2 file (which could also explain the error message).

 

Of course, c_creature needs to be replaced by the name you chose, "1bone" in this case.



#9
4760

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Did you scale the bones? Maybe try with "freeze transform" and re-export. But first, before you add the skin modifier, "reset scale" of the mesh to 100%.



#10
Lucan Silverhand

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In this case I am working with all of my files on my desktop (c_1bone_cl_body01.mdb, c_1bone_skel, c_1bone_idle, c_1bone_una_idle). But when I re-import c_1bone_skel, and then c_1bone_cl_body01.mdb into a 3ds scene, the mesh's skin is gone (and the bone doesn't show properly).

 

I use a helper box as the bone with similar expotron settings as the mesh. Maybe I am doing that wrong. :)



#11
Lucan Silverhand

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Using xform and freeze transform didn't solve the issue. I noticed the mesh was incredibly small, and the bone atom-level, even after freezing them and re-exporting.



#12
4760

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Don't forget that you need to first import the skeleton, then the body at 10,000% (or 100 times its normal size) so both show properly in max.