Akimoto Posted May 4, 2013 Share Posted May 4, 2013 Greetings. Yesterday I made a small model, which I would like to attempt getting into JKA (which may be difficult, considering the "skeleton" wouldn't entirely be human).This is the model, in case you were wondering.Turbosmooth:Either way, I need help finding the correct toolsets for getting it from 3ds max 2009 and into JKA. I have no experience using tools such as Autodesk Mod Tools; I cannot even get the damn camera to move (except zooming in and out!). I am able to use MilkSmash.. MilkSmooth... MilkJunkie or whatever the program is called, which I am using when getting weapons into JKA. I kinda know what i need to do, however I lack the resources for doing so! If anyone could help me (or provide me with the resources for doing it), I would appreciate it. Link to comment
ChalklYne Posted May 4, 2013 Share Posted May 4, 2013 http://jkhub.org/tutorials/article/90-softimagexsi-joja-skeleton-bonestags-and-compiling-guide/ thatll give u the idea of what needs to be doneits for xsi but you can get the idea there...u gotta fit him to the skele n weigh him to it pretty easy stuff, but if u have no knowledge of the program its not an easy way to start... post some wireframes shots... ahh hell upload the model n post a link here n lemme help ya get him set up i could either help u get him set up, or build u a custom rig if he ends up not fitting i use softimage but im sure we can crosswalk together Link to comment
mrwonko Posted May 4, 2013 Share Posted May 4, 2013 The easiest way to fit him to the Jedi Academy skeleton may be to create a custom skeleton so he can be posed and use that to pose him in a way that he fits the Jedi Academy skeleton. ChalklYne likes this Link to comment
ChalklYne Posted May 4, 2013 Share Posted May 4, 2013 yeah what he said lolgood call wonk thats whats upso yeah akimoto lemme see the obj or whatever u got there.. i wont do it for u, but ill walk u thru the basics dudebut first... yer gunna have to gimme that lil yoshi =) dont make me go model one it wont take but a minute.. i made a goomba back in the day rigged it and animated it and everything lol me and ashura used to have a blast it was rancor size lmao we also used to have a baby rancor with HUGE bug eyes! lmfao member that ashura? ha!! we were gunna make it prehistoric bug size and give it wings hehehebut..i digress i may just be super inclined to make me a duck or a goomba and rig him nowor a bowser my lil boys nickname is koopa maybe i get down on a koopa? how dope would that be?gimme that yoshi Akimoto likes this Link to comment
AshuraDX Posted May 4, 2013 Share Posted May 4, 2013 Well which version of 3ds max are you using ?incase you got skype hit me there : ashuradx Link to comment
Akimoto Posted May 4, 2013 Author Share Posted May 4, 2013 Please do not misunderstand; the problem is not the rigging. The problem is after I am done rigging, I have to convert it to XSI, assimilate it (.car something) and get it moving from there @@ I have managed to put a skeleton on a test model (stick-man), but I believe the skeleton doesn't come with it when I export it to obj and import it to mod tools then to export it to xsi.Since the Yoshi model is a bit... well, un-natural, I will make a quickie NPC to figure out how to get the XSI process to work. ><P.S.Added you on Skype AshuraDX Link to comment
AshuraDX Posted May 4, 2013 Share Posted May 4, 2013 yep you cant pass skeletal information via .obj Tempust85 likes this Link to comment
minilogoguy18 Posted May 4, 2013 Share Posted May 4, 2013 You can only store polymeshes in the .obj format, no bones or null objects. Best would be to make a custom skeleton and set it up like the taun taun. You can import the tauntaun skeleton from the JA source files and try to use it but it more than likely wont fit. Tempust85 likes this Link to comment
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