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Archangel35757

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Everything posted by Archangel35757

  1. @@Xycaleth -- Are you recursing down the bone tree from model root? Maybe something wrong there...
  2. Seems like that would lead to UVW stretching when the mesh stretches.
  3. Why would you want to scale individual bones?
  4. Export a 3 light setup on the model and do a text edit on an original dotXSI 3.0 to add the lights (@@minilogoguy18 and I did this back when I was working on the 3ds max exporter) and use the XSI Viewer to see if the UVW seams are visible. My hunch it's the conversion to Ghoul2.
  5. I just saw this... I also have the XSI Converter Toolkit Software, that along with the XSIFTK, should also allow for making a standalone XSI-to-Ghoul2 converter application. I'll email it to Xycaleth.
  6. @@DT85 -- That's what I was saying... they switched to UNICODE only format in Max2013 SDK. Amongst other major SDK changes. I'm sure a proficient coder could sort things out. Also, I have the source code for an MD3 importer.
  7. Sorry... no I haven't gotten back around to this yet... but it is still on my "To Do" list. Is there a pressing need to put this at the top of my priorities? I'll try and spend some time on it this Friday. @@DT85 -- Somewhere on my PC I have decent tutorial... I'll try to dig it up-- or just make a new one when I have a working plugin.
  8. Check this out for Max2014: http://getcoreinterface.typepad.com/ @@DT85. I think you'd do better to take Wonko's Python script and replace the Blender functions with equivalent 3dsMax functions and run the Python script natively inside Max.
  9. The hands do look a little arthritic... but that can be easily fixed.
  10. Awesome work DT... you're becoming quite the coder. Now you just need to spice things up by adding in more punching styles-- rather than just left or right hooks. Would like to see you add: Left and right straight jabs. Allow the punches to be thrown while doing the left or right torso dodge move. Add some lower body straight kicks Add some lower body roundhouse kicks to opponents knee joints. etc., etc., etc.
  11. Well it's not good. After resolving the C++ source code changes due to 3DsMax SDK changes (which now uses UNICODE) I get a ton of linking errors (40 of them). I'm going to need the help of an experienced C++ coder to resolve these. It's beyond me... the majority of errors are dealing with the morpher modifier code.
  12. Major overhaul to the Max 2013 SDK-- and it switched to using VS 2010 SP1. Failed to compile-- but then I realized I did not have VS2010 Service Pack 1 installed. Installing VS2010 SP1 now... hope this works.
  13. Yes... I will try to compile it for Max 2013 tomorrow and if that works then I can compile it for 2014 also. Sorry, I've just been wrapped up trying to create a dual pivot setup for rotating about different pivot points. Edit: I still think I'm going to have to modify the "export selected" portion of code for my rig to export properly... but i've gotten bogged down on rig work due to this dual-pivot goose chase!
  14. Don't you need to list out player joints? What about creating .surf and .skin files at compile time?
  15. Great work!!! However, I notice that some (if not all...) of your tags need rotating 90 degrees about the z-axis. For example, the hands and feet appear to be needing a rotation of 90 degrees about the z-axis (when you compare to an original model in old ModView). But I'm sure you'll have it all sorted out soon... I do hope you intend to make a .GLM/.GLA to .FBX converter... or better yet, just add a "Save As" feature in your new ModView program to save it back out to .FBX
  16. I believe the FBX exporter gives you those kind of axis options. Keep up the great work! FYI, looks like you have some UVW texture stretching on Luke's face...
  17. http://jkhub.org/files/file/1648-ase-to-md3-or-glm-file-converter/
  18. See the recent utility tool posted by @@minilogoguy18
  19. I have a BoH Luke version in-work from long ago. I plan to finish him... so no need to start a new one.
  20. Also the FBX converters include their own model animation player/viewer.
  21. There's already a standalone FBX Converter from Autodesk that converts between different FBX versions. The 2013 Converter can go back to FBX 2006 -- which is the version that would support Max8. Previous converters can reach back farther. They're all downloadable from the FBX converter archives. So I would recommend using the 2013 FBX SDK. People can then use the Autodesk FBX converters to convert whatever flavor of FBX they have in their 3D package to the 2013 FBX file.
  22. Athletic bra supporter.
  23. The JKA models are already set up with the face as a separate mesh from the head... so that works.
  24. Now that's an interesting idea... that would allow you to use morph targets for facial animation in 3dsMax and export result as MD3.
  25. Older Quake3 games have the characters made of vertex animated MD3 files... n'est-ce pas? Under skeletal animations all the vertices still have to undergo transformation matrix operations based on their bone weighting... not sure how memory intensive animated MD3's would be.
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