Getting a GLM to FBX:
Noesis reads the GLA associated with the GLM from the same directory as the GLM. Be sure to place your GLA in the same directory as your GLM or you won't get any bone data/animation exported. If it's just a weapon GLM, then just import.
- Open Noesis (4.0996 at least is required)
- Load the GLM model you wish to convert to FBX
- Export the GLM model to FBX
As far as I'm aware, Noesis will export the legacy FBX version (2006 version?) which is importable by all versions of FBX plugins.
Getting an GLM from FBX to game (Player Model):
Noesis reads GLAs from the same directory as the export directory. Be sure to place the _humanoid GLA you wish to have your model work with in the same directory as your export directory or you won't get the proper bone ordering. To get texture names stored in the GLM, name your material in your 3D package like this: models/<yourmodelpath>/<yourtexture>.jpg
- Create your model following the JKA model construction guidelines as normal, and weigh the model using minilogoguy18's ModTool rig or the included max file if you're using 3ds Max (8+).
- Export your model to FBX
- Open Noesis (4.0996 at least is required)
- Load your FBX model
- Export your FBX model to GLM with the following command in advanced options:
JKA GLA:
-scale 0.64 -g2exforceskeleton 53 -g2extagtrivertshift 4 -g2exorderbonesfromgla _humanoid.gla
JK2 GLA:
-scale 0.64 -g2exforceskeleton 72 -g2extagtrivertshift 4 -g2exorderbonesfromgla _humanoid.gla
You may need to play around with the number for -g2extagtrivertshift to get your desired result.
Getting an GLM from FBX to game (Weapon Model):
To get texture names stored in the GLM, name your material in your 3D package like this: models/<yourmodelpath>/<yourtexture>.jpg
- Create your model, and split it up so each object doesn't go over 1,000 verts
- Create your tags with the name starting with * ( example *blade1 or *weapon )
- Export your model to FBX
- Open Noesis (4.0996 at least is required)
- Load your FBX model in Noesis
- Export your FBX model to GLM with the following command in advanced options:
-g2exanimname *default -g2exfakehierarchy -g2exforceskeleton 1 -g2exmodelname models/weapons2/<yourweapondirectory>/<yourweaponname>_w.glm
If your tags are angled wierd in modview, use the "-g2extagtrivertshift" command like so:
-g2exanimname *default -g2exfakehierarchy -g2exforceskeleton 1 -g2exmodelname models/weapons2/<yourweapondirectory>/<yourweaponname>_w.glm -g2extagtrivertshift 4
You may need to play around with the number for -g2extagtrivertshift to get your desired result.
Notes:
I've included a max (Max 8+ required to open) file that has the all the bones & tags you need. Everything is put into layers:
Base Bones - Base bones that are shared between JKA & JK2 skeletons
JK2-Specific Bones - Bones specific for JK2 model rigging. Unhide this layer if your model is for JK2, and hide "JKA-Specific Bones" layer.
JKA-Specific Bones - Bones specific for JKA model rigging. Unhide this layer if your model is for JKA, and hide "JK2-Specific Bones" layer.
Size Reference Mesh - Reference mesh used for proportions when creating your model. Isn't weighed.
Tags - All the game tags. the "bolt_l_hand" is weighed to the "lhand" bone by default so if your model is for JKA, please re-weigh this tag to the "lhang_tag_bone".
Rich has also provided a zip which contains batch files that allow you to include LODs: Noesis_JediAcademy.zip
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