Flux on 7/5/2008 at 20:26
Inline Image:
http://images.bittersense.com/customai1.jpgWell, that's my poor skinless manga thingy, who thinks he is a pagan.:p Though I managed to import it to skeletal browser, assigned animations and saw him attacking me in-game, at the moment I have more questions than answers, so please bear with me.
Ok, I managed the extract a skeletal rig out of one psa(maleskirt). After a chaotic trials involving collada, smd, fbx formats, it came in one piece in 3dsmax but almost all bone names missing. Then, after checking with the skeletal browser in t3ed, I renamed *most* of the bone names correctly and applied physique modifier. Bone names are important, otherwise animations won't work. I didn't bother much of envelope fixing for now. Important thing here is before you attach node, make sure bone name M1 is selected. I think this is the equivalent of bip01 bone, that controls the entire mesh.
I ignored all the errors/warning during actorX export, since they are about incorrect vertex influences. (all physique meshes box has to be ticked, not sure about cull unused dummies at the moment.)
Then running the skeletal browser, it generated the necessary files. To my surprise, assigning the existing animations was easy:right click, add animation.
Finally, added a pagan, changed the skeletal tag to "customai" psk name. If you try, be sure
not to switch to flesh mode, since it won't have any skins, editor will crash.
Now the questions:
1) How do I assign a skin to this mesh? By unwrapping it correctly, take one for body one for the head from t3_character matlib and assign in the add skin box in actorX? I'm unsure if this will work or not, besides, I don't know much about unwrapping a full mesh.
2) What does overlay editor do in the skeletal browser?
3) True meaning and function of each dummy, especially the ones around face??? I'm pretty sure my poor custom ai at the moment won't have lip-sync or other facial animations, it was a mess up there, I didn't get much out of it.
4)Hp bones are for the ai attachments and m named bones are for motions, right? If, yes then how the hell or why should I adjust envelopes for hp bones? As you can see in the picture it doesn't hold the sword correctly.
Well, I guess it's worth to keep on experimenting, in case someone wants to try the rig, (
http://images.bittersense.com/tds_ai_rig2.rar) here it is. If you don't see the bones make sure everything is checked under link display, which is under display.
Judith on 7/5/2008 at 21:49
Where's Abru, when you need him? ;) He's probably the most qualified person to answer your questions, as he managed to make his own burrick in actorX - flood him with PM's if he doesn't appear here :)
Flux on 7/5/2008 at 22:04
Well, last time he said, "please be patient", so I am:)
Currently, I'm curious about how my rig works, if someone will test it. If more people can use and test it, then it will be very easy to import custom enemy ai. Almost all guards, hammers and pagan uses the same rig and set of animations.
Tiens on 10/5/2008 at 13:46
Gladly I could test it! PLease, send an e-mail.
Abru on 11/5/2008 at 14:22
Quote:
After a chaotic trials involving collada, smd, fbx formats, it came in one piece in 3dsmax
There are
no bones in your scene. There’s only Hierarchy of dummy objects.:)
Quote:
1) How do I assign a skin to this mesh? By unwrapping it correctly, take one for body one for the head from t3_character matlib and assign in the add skin box in actorX? I'm unsure if this will work or not, besides, I don't know much about unwrapping a full mesh.
Yes. This will work if you do it properly.
Quote:
2) What does overlay editor do in the skeletal browser?
I think you can use the "Overlay editor" to combine, mix animations. Although I never use this tool.:)
Quote:
3) True meaning and function of each dummy, especially the ones around face??? I'm pretty sure my poor custom ai at the moment won't have lip-sync or other facial animations, it was a mess up there, I didn't get much out of it.
You really don't need to know "true meaning and function of each dummy", unless you plan to make totally custom creature (custom skeleton, animations, mesh... e.g. (
http://www.ttlg.com/forums/showthread.php?t=114088) my Burrick).
Quote:
4)Hp bones are for the ai attachments and m named bones are for motions, right? If, yes then how the hell or why should I adjust envelopes for hp bones? As you can see in the picture it doesn't hold the sword correctly.
Here is almost everything you need to know:
(
http://udn.epicgames.com/Two/SkeletalSetup)
Preparing a Character for use with the Unreal Skeletal Animation System(
http://udn.epicgames.com/Two/ActorXMaxTutorial)
How to export animations using ActorX and Max If you are new to rigging and character development, you should first check the documentation that ships with 3ds max.
Quote Posted by "Judith"
Where's Abru, when you need him?
He is working hard on Demo and FM ;)
Flux on 11/5/2008 at 15:11
Thanks a lot Abru:) Checking further documents on udn.
My whole point is not to create a completely custom rig & mesh. For now, just to get out the the same rig they used for all guards. So that it would be very easy for the character modellers to import custom guards, zombies etc. I'm pretty sure, at this time, chance of receiving the biped rig animators used in tds during the development is zero.
Quote:
There are no bones in your scene. There's only Hierarchy of dummy objects.
They are actually bones. Besides, that's not a problem as stated on udn as you linked.
Quote:
Creating a Skeleton Without Biped
This is completely possible, as long as you add the appropriate Dummy objects to the ends of your hierarchies. The exporter will work on any valid hierarchy with a single root.
Otherwise how else I could add skin or physique modifier and make the character show up and perform animations in game? In max, all dummy objects can be used as bones. Beside, the whole ordeal was to get it into max 5.1, since it can't read fbx bones properly. Or else what am I missing here? What is the other way to export all bones from one skeletal mesh from t3ed?
Quote:
You really don't need to know "true meaning and function of each dummy", unless you plan to make totally custom creature
Well, for facial rig(teeth, eyes) and item attachments, I think we would need to know. And yes, a quadruped(watchdogs, wolves) would be nice to have in game.
At least for now I'm going to assume hp are attachments m are for bones unless you correct me. Another question, m1 is the root bone, right?
Judith on 11/5/2008 at 17:09
Quote Posted by "Abru"
He is working hard on Demo and FM ;)
Good. :cool: Can't wait! I've just finished redesigning my map, time to finish just one location and focus on gameplay/flow :)
Flux on 11/5/2008 at 17:23
Quote:
Good. Can't wait! I've just finished redesigning my map, time to finish just one and focus on gameplay/flow
Wait, The Cabal or a seperate mission?:cool:
Judith on 11/5/2008 at 17:55
Quote Posted by Flux
Wait, The Cabal or a seperate mission?:cool:
Nope, still The Cabal :) After that I'm into something completely different, probably CCC1 redesign and then a sequel (finaly).
Flux on 11/5/2008 at 20:19
Quote Posted by Judith
Nope, still The Cabal :) After that I'm into something completely different, probably CCC1 redesign and then a sequel (finaly).
Cool, looking forward to play it:thumb:
Abru,(
http://images.bittersense.com/tdsrig_bones.rar) here is the boned version of the same rig.
Tell me if there is any difference or any other problems.