Custom Armor process
#76
Posté 01 mars 2010 - 09:00
#77
Posté 04 mars 2010 - 09:35
#78
Posté 06 mars 2010 - 09:47
#79
Posté 08 mars 2010 - 06:41
and, how did Deception manage to make his custom armor work, I wonder?
#80
Posté 08 mars 2010 - 07:57
As far as CG's script goes, last I heard he was devoting his efforts in the near future towards importing rather than exporting, but I'm sure he'll pipe up himself at some point.
#81
Posté 08 mars 2010 - 10:17
#82
Posté 08 mars 2010 - 02:12
foxunit wrote...
After trying several methods and with only one outcome I have decided I have to wait until we have perfected the tools. I guess I will try to get it to work and post my findings IF I succeed but thats it for now =(
What is the problem with your armor?
#83
Posté 08 mars 2010 - 10:20
Also, I am working on import but Eshme has been doing some excellent work with animation export and skeleton creation so I plan to update the exporter this week with her additions/corrections. I do not think it will fix foxunit's error however.
#84
Posté 09 mars 2010 - 03:19
DarthParametric wrote...
I would be willing to bet via Blender, seeing as that uses what might be termed a "cheat" to get meshes into the game.
Could you elaborate on what the "cheat" is exactly?
#85
Posté 09 mars 2010 - 04:08
#86
Posté 09 mars 2010 - 04:23
ChewyGumball wrote...
As far as I am aware, all the blender script does is copy bone weights to new verts. You could do the same thing with my script as long as you don't change the skin weights that are imported and don't change the skeleton.
Interseting that it will do it for you, I know I have been creating new verts on armor painting my own weights on for the bones and am able to export in blender just fine. I havnt had a chance to checkout your script as I couldnt get it to work in gmax 1.2 and I dont have 3dsmax.
#87
Posté 09 mars 2010 - 06:23
For things like custom armour and other such character props, would one actually want to change the skeleton, ever? Haven't looked into that part yet but i'd imagine the models all utilize some universal set(s) of animations which in turn means the same skeleton setup for all the props involved, unless DA supports something like per-asset animation sets ... but even then in the most cases it'd mean more trouble and extra work than really worth it or necessary?ChewyGumball wrote...
As far as I am aware, all the blender script does is copy bone weights to new verts. You could do the same thing with my script as long as you don't change the skin weights that are imported and don't change the skeleton.
Modifié par tmp7704, 09 mars 2010 - 06:25 .
#88
Posté 09 mars 2010 - 11:59
ChewyGumball wrote...
I'm pretty sure her error is caused by an incomplete application of the skin. The simplest way to test is to have one bone affect every vert and try exporting again. If that also fails something else is up.
What do you mean with an incomplete application of the skin? That some bones are missing in Skin bones list or that some vertices are not affected by any bone?
Modifié par Nattfodd, 09 mars 2010 - 12:00 .
#89
Posté 09 mars 2010 - 04:46
#90
Posté 09 mars 2010 - 06:29
hunharibo wrote...
most likely the latter.
If this is the problem, the weight table could be useful to locate those vertices.
#91
Posté 12 mars 2010 - 07:10
#92
Posté 17 mars 2010 - 04:01
#93
Posté 18 mars 2010 - 02:17
Dark_Ansem wrote...
any progress update?
What updates are you interested in particular?
#94
Posté 18 mars 2010 - 11:58
If that's the case why can't bioware release the tools/instructions that would work immediately without a fuss?
#95
Posté 19 mars 2010 - 12:49
#96
Posté 19 mars 2010 - 03:05
I'm also looking into making one myself and it's kind of a bummer to see that it's difficult to do, but I'm still drafting concepts for armor and won't have a complete model for a long while so I can definitely wait and see.
#97
Posté 19 mars 2010 - 03:50
#98
Posté 19 mars 2010 - 11:30
Nattfodd wrote...
Dark_Ansem wrote...
any progress update?
What updates are you interested in particular?
wasn't foxunit working on something? and no-one else wants his custom armor?
altough, with the sequel coming next year, i foresee the modding scene for this game will fade somewhat quickly...
#99
Posté 19 mars 2010 - 02:37
#100
Posté 19 mars 2010 - 03:02
redrezo11 wrote...
^^ oh great another bummer...
you disagree?





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