Abru on 12/5/2008 at 17:32
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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
And where I wrote that dummy objects can’t be used as bones? My Burrick has 6 dummy objects that act as bones.:)
Besides, yesterday before I posted reply in this topic I successfully exported my Skeletal Mesh using "your rig".
Without any errors.
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There are no bones in your scene. There’s only Hierarchy of dummy objects.
They are actually bones.
You are wrong. There’s only Hierarchy of dummy objects that don’t even work like standard bones. I see you don’t understand so I’ve created a short tutorial for you:
Tutorial for Flux - Using Dummy Objects as Bones1. Select all Dummy objects.
2. Select
Bone Tools in Character menu.
3. Enable the
Bone On option as shown below:
Inline Image:
http://img102.imageshack.us/img102/4836/boneonfr1.jpgNow you have dummy objects that can be used as bones.
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that's not a problem as stated on udn as you linked.
It’s not a problem if you know what you are doing.:)
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Or else what am I missing here?
I’m talking only about 3ds max (terminology) and your tds_ai_rig2.max.
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What is the other way to export all bones from one skeletal mesh from t3ed?
I never used Milkshape (?) so I don’t know it is possible.
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Abru,here is the boned version of the same rig.
Tell me if there is any difference or any other problems.
I will check it when I have time.:)
Quote Posted by "Judith"
Good. Can't wait! I've just finished redesigning my map, time to finish just one and focus on gameplay/flow
This is great news. Good to know, thanks.:)
Flux on 12/5/2008 at 20:46
Abru, thanks for writing the tutorial, but that's exactly what I did already.:cheeky: Partial reason for my confusion was because I didn't know up to now that your could import you mesh with the rig I posted.
I mean when I said "they are actually bones" I meant that I could or anyone could use this "bone-tools -> turn bone on" thing. I mean I assumed that you've had already assumed that I did.:laff: You know, you are right, for the correct terminology dummy is different than a bone unless you do the process with what you've written in the tutorial.
Heh, nevermind:). Actually I'm happy to hear now that you could export your mesh with this rig. If you think this will be a useful process, I can try to export other rigs from tds as well, the different ones. I haven't check thoroughly but I think Garrett, ratbeast, statues and probably tree beast have different rigs, I don't know for sure. Because I couldn't apply one of Garrett's animations to my custom mesh. Well, I'll check further.
Once again, thanks a lot. Now when are we gonna see your new mesh?:cool:
Or maybe folks might be interested in importing some ai meshes from theif2, just for the sake of a bit of nostalgia. I'm not a "character modeller", so I don't plan to include any custom ai in my missions, but I'm pretty sure if we can simplify the process more, we'll see abundant of custom meshes in game.
Beleg Cúthalion on 12/5/2008 at 22:20
In the latest can-guards-climb-ladders discussion they mentioned that the guards can probably not use Garrett's climbing animation because they have simpler skeletons. Well, but that thing suffered from the non-ability to get a modified navmesh anyway. :tsktsk:
Abru on 16/5/2008 at 16:24
I’ve just installed Milkshape and I know I can have all meshes, skeletons (as hierarchy of bones and dummy objects... and with names) in 3ds max 5.1. All characters (also Garrett) are in their standard reference poses.
Example 1 - GuardThoughInline Image:
http://img210.imageshack.us/img210/2589/guardthep7.jpgExample 2 - LaurylInline Image:
http://img513.imageshack.us/img513/60/lauryltt6.jpg:cheeky:
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Abru, thanks for writing the tutorial, but that's exactly what I did already.
I’ve checked your (
http://images.bittersense.com/tdsrig_bones.rar) and can confirm that indeed, you did it, at last.;) :)
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Heh, nevermind. Actually I'm happy to hear now that you could export your mesh with this rig.
It was for testing purposes only. I’ve converted the Aristocrat.tim (StaticMesh Browser->characters) to .3ds... and then exported it to psk:
Inline Image:
http://img228.imageshack.us/img228/1001/aristowv6.jpgQuote:
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 think I've tested this without Skin Box and it was working. I totally forgot about this, sorry. I'll check this for sure...:)
massimilianogoi on 1/12/2008 at 18:49
Many thanks! :thumb:
I will tell pavlovscat to mirror these files soon (also the .SMD importer I found recently).
Abru on 5/12/2008 at 00:46
Unfortunately, I had the same problem with importing. (obj, 3ds...) :)
Use Unwrap UVW modifier. Look in the max Help file (F1) for details or find some tutorials. I think it should solve your
problem. :)
Good luck!
massimilianogoi on 5/12/2008 at 10:22
Humm... Tried also importing in .obj, and this is worst too.
I have another idea: maybe I can save the unwrapping from the Aristocrat face, that one in the static Meshes, and after apply it to this model.
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Update 2008/12/09
Well, I'll have to re-unwrap it all...