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Custom Armor process


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#26
Dark_Ansem

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thanks to everyone. this thread should be stickied. I'll try your instructions ASAP (not at home right now!)

#27
foxunit

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Hmm even if I change that, I have those boxes Oo and I cant check the size

*edit*

with the help of Deception_2112 I was able to get the bones to showup as bones, by exporting them as nifs and reimporting them it works quite well.


That aside my model is the exact size of the bones so why does it show up smaller in the toolset oO

Modifié par foxunit, 22 février 2010 - 09:08 .


#28
Nattfodd

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Have you chosen the centimeters in FBX importing settings?
Posted Image
Show us some pics.

Modifié par Nattfodd, 22 février 2010 - 10:08 .


#29
ChewyGumball

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Also, the shrunken armour is due to a weird scale issue with the gob bone. If you select it and use the reset xform tool on it your model will be the correct size.

#30
foxunit

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Hmm tried it with the reset x form and still its smaller -.-" and yeah Nattfodd I use those settings ^^"

#31
Nattfodd

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Mmm i'll make a try by myself, what kind of armor are you adding, light, medium or massive?

#32
Dark_Ansem

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that is important, I guess. since all armor (including Clothing) save massive has male/female version, correct?

#33
foxunit

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Im working on massive armor, like the templar one.

#34
Dark_Ansem

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then I guess you need just 1 mesh. appropriately big, of course.

#35
foxunit

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Yupp and In Max it is the same size, of course like ChewyGumball says it has something to do with the GOB but his solution did not work for me

#36
Dark_Ansem

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do you know if, in 3dsMax 2009, there's a way to scale items down with percentages? so that make all parts of the armor keep the proportions :D

#37
foxunit

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The inner gizmo of the scale tool does that

#38
Dark_Ansem

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mm. I'll try searching for that at home.

#39
foxunit

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Thats what I mean ^^

http://img220.images...15/screenwy.jpg

#40
Hel

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Did you perform a Reset X Form on the mesh as well?

I have encountered this issue plenty of times while modding for Neverwinter Nights. Usually the model would resize itself to its proper size after an export. What you can do is reimport your model and see if the proportions have changed. If the model's proportions have changed then simply do as suggested here; also make sure you collapse the RXF modifier onto the mesh and apply the UVW Unwrap and Skin modifiers again.

I cannot say for sure that this will help you, but it is the best I can do without checking out the model for myself.

#41
Dark_Ansem

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Helekanalaith wrote...

Did you perform a Reset X Form on the mesh as well?

I have encountered this issue plenty of times while modding for Neverwinter Nights. Usually the model would resize itself to its proper size after an export. What you can do is reimport your model and see if the proportions have changed. If the model's proportions have changed then simply do as suggested here; also make sure you collapse the RXF modifier onto the mesh and apply the UVW Unwrap and Skin modifiers again.

I cannot say for sure that this will help you, but it is the best I can do without checking out the model for myself.


I had the same problem: very often the model returned to its original size after exporting!

#42
Adonnay

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I have a similar problem now... sorry to jump on that wagon. I am working on an imported weapon, I rescale it, apply a new UV map etc. When I then scale it to match the DAO game scale it just won't take my scale changes. The exported .3ds file will always stay the same size. Since I'm quite new to 3ds I was wondering if there was some kind of function to "reset" the mesh size. I guess this is what you were talking about, this reset x form?

#43
Hel

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I will go ahead and quote Neverwinter Night's CC Wiki, it should apply to Dragon Age as well. It explains why you are experiencing this problem with your exported models and how you can prevent it from happening. It goes into more detail than my own posts, but the message is the same - sorta.

Note on ResetXforms:

Have you ever opened up one of your creations in NWN and found it does not look like what you saw in your modeling tool? Too big? Too small? Parts blown out of proportion or disappearing? Sounds like you have a problem with advanced transforms. This subject is so frequently discussed and so problematic I thought I would pull it out into its own flagged section. Let me start by discussing why you need to care about resetting transforms.

Gmax and 3ds Max can hold information about your object (whether or not parts of it are mirrored, which directions normals really point, how it is scaled and rotated, etc.) that is not exported with your model in a way that NWN can understand or use. What this means is that what you see in Max may not be the same as what you see in NWN.

For example, objects can be transformed (scaled, rotated or moved) either in world space or in sub-object space. Transforms in sub-object space take place when you transform vertices, edges, faces, polys or elements of an object (or all of them at the same time). Transforms in world space take place by selecting your object at the highest level and transforming it.

What this means is that if you rotate an object in world space, it will not be rotated when you export it to the game. Or moved (transformed).Let me repeat that in different words because this part is key: Bioware's NWN engine does not read world space transforms!

As you can imagine, this might be a huge problem. One way to fix this problem is to do all of your transforms at the sub-object level. However, this is only a partial solution because the same problem occurs with other operations as well (for example, mirroring objects often inverts the direction of their normals or faces).

The good news is that there is a way around it. In Gmax or 3dsMax you can do a ResetXform operation on all the pieces of your model and then collapse each of these modifiers onto your editable mesh. By doing this, you are turning this complex transformation information into something simpler that NWN can understand. In practical terms it means what you see in Max and what you see in NWN are more likely to be the same.

ResetXform can be found on the Utilities panel. Use the ResetXform utility to push object Rotation and Scale values onto the Modifier Stack display and align object pivot points and bounding boxes with the World coordinate system. Reset Transform removes all Rotation and Scale values from selected objects and places those transforms in an XForm modifier (no, really, it will). You can then collapse the modifier into your object and away you go.

Some notes on ResetXform:

  • Sometimes after you do a ResetXform you may need to clean up parts of your model. For example, often on mirrored objects doing a ResetXform will expose the fact that your normals are really inverted. You will need to flip the normals on the mirrored part after you are done. These aren't things that ResetXforms breaks - they are things that would have been wonky in the game and it is showing them to you early.
  • You can also reset the transforms on the Pivot block of the Hierarchy panel. It will convert your world space transform into a sub-object space level transform. However, it will not fix problems like reversed normals so the Utility panel is generally the way to go.
  • You must do all of these things before linking your object to other objects. Why? Because the ResetXform modifier affects child objects as well the parent. If your objects are linked together they will inherit transforms and scaling. By resetting you are only really resetting them relative to the parent objects.
So let me summarize: if your object appears differently in the game than it did in 3dsmax or gmax you probably forgot to reset the transforms on it. Make sure your object is unlinked and then use ResetXforms on the Utility Panel to clean it up before proceeding.


I hope this helps! :)

Modifié par Helekanalaith, 23 février 2010 - 04:16 .


#44
Nattfodd

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Adonnay, why are you exporting into 3ds format?
You said: "I rescale it, apply a new UV map etc. When I then scale it to match the DAO game scale". You scale it two times? Why? With weapons, the scale issue is strange, because they have no bones and skin modifiers that usually can refits the size of the mesh.
Can you explain your workflow?

Modifié par Nattfodd, 23 février 2010 - 04:15 .


#45
Adonnay

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Okay, two seperate issues:

1. I'm exporting as 3ds because when I export using Chewy's Exporter I have some weird smoothing/lighting issues (I have yet to figure out why). When I export as 3ds and then use tazpn's tools it turns out fine.



2. When I scale the meshes to the right size for DAO they are usually VERY small and I cannot zoom close enough. So I scale the meshes up, edit them and then scale them down to the correct size again.

I only have the size issue when I imported the model into 3ds, not with "native" 3ds models so I assume there is some kind of mechanism that "saves" the original size?

#46
Hel

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Adonnay wrote...

I only have the size issue when I imported the model into 3ds, not with "native" 3ds models so I assume there is some kind of mechanism that "saves" the original size?


Yes, this quote describes exactly that:

3ds Max models can hold information about your object (whether or not parts of it are mirrored, which directions normals really point, how it is scaled and rotated, etc.) that is not exported with your model in a way that DA can understand or use. What this means is that what you see in Max may not be the same as what you see in DA.


I replaced NWN with DA for clarity.

Modifié par Helekanalaith, 23 février 2010 - 05:15 .


#47
foxunit

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So theoretically the issue should be fixed with the resetx form on the gob and the mesh itself?

#48
Hel

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You do not even have to do a Reset XForm operation on the GOB.

When using ChewyGumball's model exporter follow these steps:
  • Unlink your mesh from its parent (in this case the GOB)
  • Add the Xform modifier
  • Collapse the XForm modifier
  • Add the UVW Unwrap modifier
  • Add the Skin modifier
  • Link the mesh to its original parent (in this case the GOB)
  • Done.

Modifié par Helekanalaith, 23 février 2010 - 08:54 .


#49
ChewyGumball

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Indeed, however if you are using something other than my exporter, it could be something completely different. The exporter might just be buggy for all you or I know.

#50
foxunit

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Ah very detailed list of instructions there ^^ gonna look into it now