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Custom Armor process


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103 réponses à ce sujet

#51
Adonnay

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Helekanalaith wrote...

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:
... snip ...


I hope this helps! :)

Ah great! I just tried it and it works... you saved me alot of work today ;) Thanks!

#52
Nattfodd

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I tried with an armor and it works well. At this point the "Reset XForm" should be the solution. I always used it and i thinked it only align the mesh, maybe its function is more complex as described in the NWN wiki quote.

#53
ChewyGumball

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Its function is more complex, but the result is what matters so you don't need to know what it does :)

#54
Nattfodd

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Totally agree!! ;)

#55
Dark_Ansem

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that's good. we want to see screenies thoough!

#56
Hel

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Nattfodd wrote...

At this point the "Reset XForm" should be the solution.


It is the only solution, as this is a Max issue and not one with the exporter.

Nattfodd wrote...

I always used it and i thinked it only align the mesh, maybe its function is more complex as described in the NWN wiki quote.


The Reset XForm operation can be described as a series of procedures that bake the mesh's currently visible values into the actual values. If you do not do this then the mesh will always fall back on its actual values, despite what you might see in Max. This is the reason for models to appear differently in-game than they do in Max.


Regardless, good to hear that it is working out for you two.

Modifié par Helekanalaith, 24 février 2010 - 08:07 .


#57
Dark_Ansem

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ResetXForm. we use this to make sure our custom armor stays the new size, correct?

#58
Hel

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It is supposed to, yes.

#59
foxunit

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As described above ResetXForm is a very complex function, but what it should do is making the model "accept" the new values given by the game, because Max handles models different than DA.

Also as discribed above, ones model can be the exact size in MAX but in a total different soze in DA, wich most of us expirienced at least one time xD.

So following Helekanalaith`s very detailed to do list, I was able to fix the problem for me, but not in the way discribed. Meaning: The method did not work with me, but maybe thats because I handle the files a bit different.

Will try the method above in MAX 2010 and 8 and will comape it with my method, if there are differences I will report them ^^


*edit*

Just noticed, that after I edited the .mao file: prop.mat to character.mat the model does not show up correctly



After we solved the whole thing, we should create a tutorial honestly xD


**edit**
Posted Image

DId I mess up on the linking here oO because the exporter tells me there is no geometry child to the root

Modifié par foxunit, 24 février 2010 - 12:04 .


#60
Hel

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According to the modifier inspector on the right you do not have anything selected. Make sure that you have the GOB dummy selected before clicking on either of the export buttons.

Modifié par Helekanalaith, 24 février 2010 - 01:14 .


#61
Nattfodd

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Quickly i'll can show you my naked female body mesh, only if in this forum nudity is admitted. Otherwise i'll show it censored.

#62
Nattfodd

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foxunit wrote...
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.

Can you explain me this process? What is "exporting as nifs"?

Thanks.

#63
foxunit

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Nifs are a format from games like Oblivion or Civilisation there is a plugin for Max http://niftools.sour...et/wiki/3ds_Max



@Helekanalaith :



Ah ok Ill try that ^^

#64
Dark_Ansem

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Any progress foxunit? can we see screenies?

#65
foxunit

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The model is completed im still working on the texture though.



Here are some screens the model was inspired by L2 ^^



http://img687.images...g=screen01i.jpg

#66
Dark_Ansem

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looks nice!

#67
Dark_Ansem

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any improvement foxunit?

#68
foxunit

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Im working on the texture atm cause there is a problem witht the exporter, ChewyGumball is helping me with that problem ^^

#69
Hel

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Is it the problem where the exported MMH file does not have the correct reference set for the exported MSH file?

#70
foxunit

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http://img10.imagesh...1/screen3vi.jpg thats the error

#71
Nattfodd

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A suggestion: convert into editable poly. It is better handled by Chewy's script.

#72
ChewyGumball

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I have tracked that error down to there being a vert which is not modified by the skin. If you have pieces that don't move, make a bone which doesn't move and make it affect those verts.



I can try to fix it for a different version, but that should fix it in the mean time.

#73
foxunit

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*nods* ok will try that ^^

#74
Dark_Ansem

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how did the try went foxunit?

#75
foxunit

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I havent tried it yet cause I was busy playing the Haunted xD but I will try it tonight I guess ^^, sorry for the wait ^^"