str8g8 on 23/9/2005 at 09:12
I have been using MatExport but has anyone played around the the other utilities provided with the editor?
Ion's ActorX crashes max everytime I try to use it. Hopefully we can just use Epic's ActorX instead, but possibly there are subtle differences?
As far as I can tell Normal Map seems to do basically what melody does - create a normal map based on hi-res geometry. Does it offer any benefits over Melody?
Can't see what Cake is supposed to do, possibly something to do with Normal maps again?
HkConvexMakerUtility seems to be for creating collision volumes.
Also of interest is the Rag Doll exporter, which seems to offer the possibility of exporting .RGD files for use with AI. But what kind of data is it exporting? Not animation data presumably. When I try to export a bone hierachy I get the following error:
Quote:
ERROR: Make sure there is a rigid body collection that contains all the ragdoll hulls!
:confused:
Any pointers?
str8g8
Ziemanskye on 23/9/2005 at 09:34
No ideas on most of them, except maybe the ragdoll exporter.
I think the collision hulls for staticmeshes go into a group object of some kind, and I think the ragdoll ones need to be similarliy set up
(if you ever looked at the KAT for ut2k3, the ragdolls are made of a whole load of convex hulls, but I don't know how you'd join them together....)
Also, just a long shot, but the ActorX variant may also lead to slightly different output like for Tribes: Vengeance and SWAT4 - in that the model also contains vertex normals because it supposedly helps with normal maps.
(
http://rapidshare.de/files/5430172/HavokStuff.max.html) Don't know if this'll help any, but it's a very rough collection of havok stuff in max.
If you can read it, it might help decode how the collections need to be set up. I haven't messed with that stuff much, so it could still be wrong though.
jermi on 24/9/2005 at 06:59
Quote:
ERROR: Make sure there is a rigid body collection that contains all the ragdoll hulls!
Well that obviously means the Reactor RBCollection, as in Create panel -> Helpers -> reactor -> RBCollection. Create one and add all the collision hulls into it. That's only the beginning, though. The hulls have to linked, the joints need constraints and the visible geometry also has to link into it somehow. The whole process has to be close to how you would normally create a ragdoll in Reactor.