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Custom Armor process


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#76
Dark_Ansem

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^^ nothing better than something new and tasty to try out :D

#77
Dark_Ansem

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did you give it a try? or Chewy has updated his project for 3ds Max?

#78
foxunit

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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 =(

#79
Dark_Ansem

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any idea when Chewy will update his tools?



and, how did Deception manage to make his custom armor work, I wonder?

#80
DarthParametric

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I would be willing to bet via Blender, seeing as that uses what might be termed a "cheat" to get meshes into the game.



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
Dark_Ansem

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we all await it anxiously :D

#82
Nattfodd

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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
ChewyGumball

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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.



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
SvK151

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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
ChewyGumball

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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.

#86
SvK151

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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
tmp7704

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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.

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?

Modifié par tmp7704, 09 mars 2010 - 06:25 .


#88
Nattfodd

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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
hunharibo

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most likely the latter.

#90
Nattfodd

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hunharibo wrote...

most likely the latter.


If this is the problem, the weight table could be useful to locate those vertices.

#91
Dark_Ansem

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did you solve your problem hunharibo?

#92
Dark_Ansem

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any progress update?

#93
Nattfodd

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Dark_Ansem wrote...

any progress update?


What updates are you interested in particular?

#94
redrezo11

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From what I understand, all the tools are 3rd party made by people who are not affiliated with bioware.



If that's the case why can't bioware release the tools/instructions that would work immediately without a fuss?








#95
ChewyGumball

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Because they can't do so legally.

#96
redrezo11

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ah good explanation, and thanks for help making one of those tools. They legally can't release the tools but I hope atleast you and other 3rd party makers can receive some form of 'assistance' from bioware as far as something complicated as importing custom armor.



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
ChewyGumball

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The issue isn't importing the models, the issue is exporting them in the right format. They have given us sample files, but it takes a while to fully understand them.

#98
Dark_Ansem

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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
redrezo11

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^^ oh great another bummer...

#100
Dark_Ansem

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redrezo11 wrote...

^^ oh great another bummer...


you disagree?