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Everything posted by Archangel35757
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I just looked at the repository and the ModView project code files are under the tools folder. So it will need a tweak to allow you to choose an MD3 file to bolt onto a character.
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Where specifically? Also, I don't recall... was the source code for modview released? Because modview only allows bolting on .GLM files.
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Question: Is it possible to bolt animated MD3 models onto Ghoul2 characters? Or are only .GLM models allowed? For things like cloth I believe MD3's would be better since they are per-Vertex animated objects and thus require no bones. Or would this require a coding change to implement?
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Just export as .ASE directly from Max9. Then use the SOF2 ASE to MD3 converter... I'm away from home so @@minilogoguy18 can upload it to the utility files section.
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Why do you need to re-import the MD3 into Max7?
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@@Psyk0Sith - Did you find the Maxscript MD3 exporter? The pre-Max9 scripts should still work in Max9.
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Hopefully MD3 models can be bolted-- I think that would be best method.
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
I believe so... but @@Psyk0Sith is planning to make a new WIP thread for this... -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
Yes, but he doesn't want to use skeletal animation... which is why I suggested using per-vertex animated MD3 format... we should be able to bolt MD3's onto Ghoul2 characters, no? -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
There is an MD3 exporter Script (i.e. MAXScript) that should work in Max9. And there's also this: http://forums.cgsociety.org/showthread.php?t=539453 http://www.quakeunity.com/file=481 -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
@@Psyk0Sith Let us know how it goes-- if you get your MD3 bolted onto the character... I suppose you can use MD3View to view your per-Vertex animations. Perhaps your MD3 animated frame numbers need to be in synch with the .GLA ??? -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
Maybe you could give it a try... Maybe it will work. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
What were you trying to do? Has anyone ever attempted to bolt on an animated MD3 model (... of say a cape for example)? Seems like it's doable. Wonder how you'd have the animated MD3 play different anims based on what the character is doing? -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
What I think you are referring to would be considered Vertex Animated objects... I believe animated MD3 models are vertex animated objects [http://en.m.wikipedia.org/wiki/MD3_(file_format)]. The Ghoul2 Characters are bone-driven deformation animation. So maybe you could try that with the MD3 model format. -
Adding a completely new NPC like IG-88 (or creature like a Gundark) and how to customize an NPC behavior class derived from existing class (e.g. use Boba Fett for IG-88?) Also how to add his custom GLA animation file into the game.
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You are mistaken. While the current 3dsMax exporter does have some minor deviations out in the 5th or 6th decimal place... they are insignificant and within the allowed tolerance such that the -ignorebasedeviations switch is not required. (Except in the very beginning before the 1st beta release) in all of my test compiles I have not used it.
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One thing to remember about importing your .gla file into Blender is that (I think) you'll end up with a key on every frame for each bone-- so you may be introducing .gla compression artifacts into the animation due to the .gla half-precision format. My recommendation is, whether in Blender or after you import an FBX file into 3dsMax or Softimage, delete the keys on the bones between major poses so that the "in-betweens" are governed by the controllers. This should remove any .gla compression artifacts.
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Yes. Look here: http://jkhub.org/files/category/1-utilities/
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If Dragon saves the animations as a Ghoul2 .gla file, then you can import the .gla into Blender using Mr. Wonko's Blender tools. Once in Blender you can convert it to .FBX and bring it into 3ds Max or Softimage Mod Tool (or just continue to work in Blender).
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
Good news... care to elaborate for the edification of others? -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
Just use all of the JO facial bones only... they should be more than sufficient for hi-def facial animations anyway. -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
This doesn't make sense... don't the original facial talking animations have both position and rotation animation data? Would you post a picture of your facial hierarchy showing the constraints? -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
My "face_always_" dummy helper is Position & Orient constrained to the bip01_head object-- not linked... Position & Orientation Constraints won't break your JO Null linked hierarchy. Isn't this what you are doing? It should still work if you have "face_always_" linked to the JO Cranium null and the Cranium null constrained to the Biped head. Is that how you have it? -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
This is strange... because the fix I did for @@AshuraDX enabled his dummy control objects and Max bones to write out position data-- but he had IK chains linked to them... and that same R1 fixed my "test spine" output. Are you using any special controllers or just the standard PRS controller? I've looked at the code and cannot find why it would fail to write out position data for a dummy helper. I need to study this further and find the root cause rather than putting a band-aid on it. :-\ -
WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
@@DT85 Are they biped objects, dummy or point helpers, or Max bones? Please do the following troubleshooting (independently): 1. Test/animate a standalone dummy/point helper in both position/rotation with a primitive linked to them so you can view the animation output in the XSI Viewer. 2. Repeat above for a dummy helper but turn on the bone property in the object properties dialog. 3. Animate a simple two-link bone chain animating the bone nub in position and the others in rotation, as well as the root bone in position. Export bones as geometry and view results in XSI Viewer. Try both the R2 and previous R1 plugins. "writeBipedPosData" should only be used on Biped Xtra Objects. Post your results. Edit: How are these nulls tied into your hierarchy?