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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. yes it should do so, I only get the breaks at UV seams in max, caused by the split vertices (which you could probably fix using the normals modifier in 3ds max)
  2. I think I love you @@Xycaleth
  3. try to keep in mnid what I told you about topology when you were working on mews head for this model @@Cerez
  4. moved the 3ds max discussion to a new thread
  5. @@DT85 the scaling is no problem at all - just don't scale the model on conversion from FBX to GLM ! simply alter this : -scale 0.64 -g2exforceskeleton 53 -g2extagtrivertshift 4 -g2exorderbonesfromgla _humanoid.gla to this : -scale 1.0 -g2exforceskeleton 53 -g2extagtrivertshift 4 -g2exorderbonesfromgla _humanoid.gla that should do the trick otherwise the scale command should also be possible to use when converting glm to fbx making my current option setup : -scale 1.5625 -rotate 90 0 0 I'll try to find a command that fixes bone orientation - if reexporting and converting to glm does not work with the skewed skeleton about weighting caps - that's what I was doing from the very beginning EDIT : got a close to correct hierarchy and correct scale using these commands : -scale 1.5625 -rotate 90 0 0 -hiefrombones also think I may have found a fix for the skewed bone pivots... if they are all skewed the same EDIT 2 : imported the fbx into your max skeleton @@DT85 oddly the model is still very small - way to small even though the scale parameter was set correctly EDIT 3 : -scale 3.953 -rotate 90 0 0 model scale is now correct (according to your max8 skeleton) bones are still a friggin mess but somehow the mesh hierarchy looks correct now
  6. we don't have all mdoels from JKA or user made models in .xsi so this will be REALLY handy for people wanting to make quick edits to models
  7. justn oticed the hierarchy was screwed up - so I'll have to rearrange that I guess- i'll keep you briefed @@Azatha
  8. @@Azatha I did it ! Noesis settings : notice that you have to copy the humanoid.gla in the directory that contains your model.glm the bones are kinda skewed in max though, so I mgiht have to fiddle with the noesis commands a little more BUT I got Noesis to export hierarchy, skeleton and Weighting from GLM to FBX and manaed to import that into 3ds max now onto reexporting from 3ds max and converting to glm with noesis - which i'll try tonight
  9. yes, you are I just tried to import an fbx to 3ds max and I couldn't get weights, hierarchy or skeletal data sadly
  10. but a new exporter is not required ! Use noesis, as described by @@DT85 in his tutorial http://jkhub.org/tutorials/article/182-glm-importexport-using-noesis/ if you convert a glm to fbx via Noesis it MIGHT keep the weighting intact when importing in 3ds max I can not confirm this (yet) though
  11. Amazing game with even more amazing music best track from the OST : you guys should check it out if you like 2d platformers and Ghibli films !
  12. @@Psyk0Sith it's a true star wars hood - the force allows it to levitate andn ot be effected by gravity or any other forces it's really
  13. I think in that case we might be able to upload it from the JKHub account summoning the rest of the staff : @@Circa @@Barricade24 @@eezstreet @@therfiles
  14. The gun is pretty much a rebuild of the original E11 Prop with a few white parts from what i've seen and it has been identified as a prop based on the sterling smg (which the original E11 was aswell) with the only main difference being tat the magazine is now located on the right isntead of the left side of the gun EDIT : check this out : http://www.whitearmor.net/forum/topic/29306-the-new-epvii-blaster/ EDIT : fro mthe Anaheim gallery, showcases the weapon holstering mechanism http://www.rebelscum.com/2015-Celebration-Anaheim/Star-Wars-Celebration-Anaheim-2015-The-Force-Awakens/Star-Wars-Celebration-Anaheim-2015-The-Force-Awakens-038.jpg http://www.rebelscum.com/2015-Celebration-Anaheim/Star-Wars-Celebration-Anaheim-2015-The-Force-Awakens/Star-Wars-Celebration-Anaheim-2015-The-Force-Awakens-037.jpg
  15. I have to say Im definitely impressed by what they have shown us but still a bit skeptical about the class system they are using - I'd have loved to get some more info on that - especially the fact that everyone seems to have jump/jetpacks is odd to me
  16. how about a progress picture ? mostly interested in seeing what you did to the back
  17. don't move the assorted GLA file - that one has to stay in it's original location unless you hex edit the glm file to change the filepath for the GLA (the animations file)
  18. scratch up those imperial logos a little ! also make them less uniforn in color they are painted on and are subject to weathering and damage just as the rest of the paint on the bike
  19. @@Cerez give me a full Screenshot of your max - i worked with every version from max 5.1 up and should be able to tell you how to get similiar viewport settings to what I use in any of them - which will make your viewport look pretty much like this except that the gradient background will be a flat gray in your max
  20. @@Cerez which version of max are you using ? Smooth shading has been around since max 5 and to see the topology : just press F4, it should turn on the wireframe overlay
  21. since I wanted to get a new phone anyway I ordered a Galaxy S3 Mini, and flashed my current phone on suggestion of a friend - which surprisingly fixed my problem
  22. @@Omicron found another solution : used KiES to do a full backup of my contacts and reset the phone to factory state - sadly that didn't fix anything
  23. hey guys, my smart phone jsut kinda gave up on me I can no longer access my contacts or sms on my samsung galaxy Y (S55360) Ibacked u everything I needed and reset my phone to factory standard, but with no success. I still can't get to my contacts list or view any sms Has anyone encountered this problem before ?
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