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SW:JK3 Modding, Mapping and Editing
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Old September 29th, 2007   #101
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sorry for been an ass and not answer at times (have a new bad habit of ignoring stuff (should get rid of it wille I still can ;P ))

Quote:
Originally Posted by LightNinja View Post
... BTW did you see any good animating tutorial?I've learned to animate by myself but I think I have to look some tutorials to make things properly
so... wille this far everything was donne following tutorials, animating was the one thing that I didn't understand through them. Animating tutorials aren't that common (every site I went only went as far as rigging and that's it) few animation tutorials around will waste a whole lot of time talking about the weighting =.= and not much straight to subject as for how to make your character look natural...
To start you need to place an HI IK on a bone segment(animation options> IK Solver> HI Solver), IK's work on hierarchys (mainly for bones, but you can place IKs on any hierarchy chain of objects from parent to children(they have to be linked)), IKs pull the bones/objects respecting their distance (except for HD solvers, personally I stay way from them), after doing that, play around with the motion tab, and for each object/bone inside the IK chain you can set angle limits at "hierarchy tab">"IK" just read the options with a little wille it's easy to figure it out.

Quote:
Originally Posted by Noble_Kraven View Post
...any updates on Laguna?
Laguna is on hold, but is sure to come out eventually (I got too much inspired on the Bahamut model)

hm the Mod tools version that I got was 4.2, since the registration page is nowhere to be found I'll be downloading 6.0 monday and hopefully get a solution for Bahamut (sister is on vacation and complains everytime I try downloading anything, so I need some all-to-myself-internet-time to download mod tools), meanwille I'm tryng to figure out mod tools (doesnt seem dificult, problem is... 2 used to Max, and... meh... I like 3ds ;P ).
Not sure it it's a 4.2 problem but everytime I try removing the 3DSSceneRoot (cutting content bellow it Eclypse said), modtools will give me an error message when tryng to export the file (seens it still exports dispite of not registering nor saving scenes) and when I export without making any changes carcass says it only has 1 frame.

tryng to share time betwem 3ds & Mod Tools
can't stop loving doing these:
EDIT: wops ;P wrong tag (was quote)
Spoiler:
(actually it's 3ds + photoshop)


Last edited by Manganiac; September 29th, 2007 at 05:20 PM.
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Old September 29th, 2007   #102
Myehhh.... o.O
 
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kk, can't wait until Bahamut and laguna are done.

It is the impermanence of things which make life truly beautiful.
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Old September 30th, 2007   #103
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If you use Mod Tool 6, be sure to import Bahamut into the program via 3DS format. Trust me, it will make life easier.

Not sure what's up with the animations, and why it's only exporting one frame. Doesn't make any sense to me. You could export the animations to a separate file, and the model to its own file. That might do it, but I'm not entirely sure. I'll look into it and post any information I can find to help you out.

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Old October 2nd, 2007   #104
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hm ;/
I'm clueless

LightNinja, I apreciate the support, as for you opening the exported XSI file it on 3DS 5.0 and tryng to export it again to XSI, but having to do that everytime I'd make a change to the model would be unpractical, even if max didn't take ~10 minutes to export 330 frames (don't wanna picture what would it take tor export ~2k (don't really have an idea on what would be the total frames, some would be longer then those of Humanoid's, but it would certanly have less separate animations)

exported a mesh alone 3ds file format, imported on modtools 6.0
made a provisory (bad) weighting and saved 2 keyframes on bone's motion alone, as global transform.
Set freeze on the mesh but it kept displacing it, so I set "set neutral pose" and freeze again (similar to max resetXform and colapse I guess), select the model_root tree (with only the models mesh and skeleton below it) and attempted to export and compile on assimilate.

If I try exporting and ask it to generate animations from modtools 4.2 carcass gives me the "only 1 frame" error.
If I try it again exporting from modtools 6.0 I get "cubic scale keys" no matter what I do with my regional settings. (yep, tryed changing to English (US) and the, meter/inch and dots (.) and "," thing.

I don't really get XSI mod tools yet, so I don't know if I'm missing something, or doing something wrong, maybe a metric system? maybe I'm not freezing correctly? maybe it is something I can't even get close to imagine... =.=

As for doing it from 3ds, managed to contact Psyk0 who said (unfortunatly) that 3DS Max 6+ don't have reliable exporting plugins and just can't make a proper portable XSI file with animations.

taking suggestions... (specially Minilogoguy's)


Last edited by Manganiac; October 2nd, 2007 at 05:30 PM.
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Old October 3rd, 2007   #105
need more cowbell?
 
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Quote:
Originally Posted by Isla Kamamee View Post
yes, well, thats what you can do when you make something that hi rez. It cant go into any known game atm though. It COULD be used to make a normal map though. I think nothing could handle a displacement map based from that though... Btw, did you use any sculpting programs for that? or just 3ds/whatever you used?
in answer to your last question, i sculpted it with Zbrush 3. and it can be used as a normal/displacement map for anything really...

if i decide to put the low poly mesh into jka, it can be used to bake a high res texture, which is pretty cool.

anyway i don't want to distract too much from the project, and i can't really help too much with maganiacs problem, so if you want to see my progress (and the fact that i DO listen to criticism sometimes), here you go:
Video Game Artist and Fan Community: Polycount: UT3 project - Predator

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Old October 3rd, 2007   #106
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Aaaaaaaaaah! got past the 2 last errors (cubic one, not sure how I went through it and the 1 frame error, this one I do), anyways, on to the next new error!!! 4955 (forgot the actual number, it's the one about operator stack (in max, the modifier stack, when you don't place skin as the last modifier)).
someone thinnk of something! what am I doing wrong? I set freeze on both transform and operator stacks en reenveloped but keeps giving me that O.o

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Old October 3rd, 2007   #107
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Quote:
Originally Posted by Manganiac View Post
Aaaaaaaaaah! got past the 2 last errors (cubic one, not sure how I went through it and the 1 frame error, this one I do), anyways, on to the next new error!!! 4955 (forgot the actual number, it's the one about operator stack (in max, the modifier stack, when you don't place skin as the last modifier)).
someone thinnk of something! what am I doing wrong? I set freeze on both transform and operator stacks en reenveloped but keeps giving me that O.o
"42.)XSI Import failed, code = 4599

This error happened because the skin modifier is not on top, if you have set UV mapping coordinates on top of the skin modifier, move them down under the skin modifier. It is strongly recommended to UV map before you rig, collapse the stack so it's empty and then apply the skin modifier. ONLY the skin modifier should remain."

It looks like you have to move the UV Mapping operator on top of the skin modifier. From what you had before, it seems as though you rigged and animated the model before you UV Mapped it, so that could be part of what's going on there. I had no idea going out of order made such a huge difference, but apparently it does...who knew!

I know what its like to rip your hair out of your head like that, because I did that when I was trying to learn to model and fix Vincent all at the same time. I can relate, but hey, you prolly didn't think you were going to get through those other ones either. I sure didn't, when it was happening to me, but then again I was a noob, and you're an experienced modeller.

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No wonder so many kids are messed up.

Last edited by Eclypse; October 3rd, 2007 at 05:15 AM.
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Old October 3rd, 2007   #108
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Didn't uvmap it at all, since the model came imported from 3ds and the textures were displayed fine on it I left uvmapping untouched.all I did this with it this faw was add some custom bones, envelop, messed a few transform coordinates, then I got scared of making too many things with ( :P ) so I froze the whole thing and enveloped it again and attempted exporting and compiling (not sureif the LACK of uvmaping could have something to do with it, didnt uvmap it since textures show fine on it, again cuz the model was imported from *.3ds) .

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Old October 3rd, 2007   #109
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do you think the stack issue from MAX is part of the problem? This is all hypothetical, but lets say that that operator stack on MAX was wrong. You import it into Mod Tool and do everything you need to do, and then because that stack was messed up in MAX, when you import it in, could that issue remain, even if you freeze the mesh? Sadly I don't know enough about it to say one way or the other, and I wish I could see what you see.

You could check out how things are set up in Mod Tool by pressing "8" and checking out the explorer window. That would show you how your modifiers are set up, and could allow you to change the UV Map modifier there, if its just a matter of the hierarchy. All you'd do is drag and drop it where you want it. The default view for the explorer shows every component of the object, so you should be able to find it there. If not, you could remove the textures and mapping entirely, then reapply the textures and map them accordingly(though that is a tremendous pain), and see if that works.

"We're all the same...

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Old October 3rd, 2007   #110
Awkward? You bet!
 
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Coolness! how might you do the baking so JKA can read it and so it actually looks like a normal map? (I assume thats what your getting at there) I would love to take the sculpts Ive made In Mudbox/Zbrush (made base mesh in Maya, so I could just take that version to bake the higher one into the texture of...if I worded that right :P) and put them into JKA! I didnt know that a disp map that high in detail could actually render in any current game....but UT3, I dont know about, so thats probably the exception I didnt know about. Could Mayas Surface Sampler be used for that? That turns out the RGB normal map, so thats as far as I know for normal mapping. I dont know how youd go about baking it in...im not gonna kiss ass to find out, buuut...*puppydog eyes*

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