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SW:JK3 Modding, Mapping and Editing
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Old September 25th, 2007   #81
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about to go pick up my new monitor. i'll be modeling leik, hardcore when i get home. so expect some pics tonight (mind if i share the thread?)

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Old September 25th, 2007   #82
....what?
 
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Throwing out a collab project?

Interesting.
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Old September 25th, 2007   #83
Awkward? You bet!
 
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wheee ^::^ cant wait to see GiRs model! *anticipation*

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Old September 25th, 2007   #84
I like Pikachu
 
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Quote:
Originally Posted by Gir_teh_Almighteh View Post
about to go pick up my new monitor. i'll be modeling like, hardcore when i get home. so expect some pics tonight (mind if i share the thread?)
sure, let's make JK3's modelling forum look like Lucas Forums in Psyk0's time
(some searches led me there ;P )

LightNinja
I'm not sure if i'm building this model correctly, basically I added stuff based on Psyk0's standard skeleton and some tips from the vehicle tutorials
so I beleave the basics for it to work are
bones
skeleton_ model_ & mesh_root helpers
stupidtriangle_off (mesh weighted to thoracic)
correct hierarchy & weighting...

tryed giving bones original names and similar one to the humanoid skeleton, not working...
weird thing is that, this error seens to happen when the file is compiled (looked at it in mod tools, and both mesh and null objects (bones) are still on their correct places (except for mirrored bones)...


Last edited by Manganiac; September 25th, 2007 at 09:53 AM.
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Old September 25th, 2007   #85
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I'm gonna sound like a total NURB here, but have you tried freezing and resetting your Transforms/Xforms? That would be my guess, as its likely that the skeleton is just fine, considering it showed up in game, modview and the other programs. You could export your weight maps in mod tool before you do that, freeze, reset, then import them back in, but I'm not sure if that would fix it (but would save you a lot of time if it did). It may be that you have to reweigh everything from scratch after you freeze and reset. I'm not sure if you have to pull them out of the hierarchy to fix that as well, but I haven't had that problem in some time. That's my best guess.

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Old September 25th, 2007   #86
Myehhh.... o.O
 
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dude, D&D is kick ass. btw, keep up the good work, it looks really good...

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Old September 25th, 2007   #87
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Quote:
Originally Posted by Manganiac View Post
LightNinja
I'm not sure if i'm building this model correctly, basically I added stuff based on Psyk0's standard skeleton and some tips from the vehicle tutorials
so I beleave the basics for it to work are
bones
skeleton_ model_ & mesh_root helpers
stupidtriangle_off (mesh weighted to thoracic)
correct hierarchy & weighting...
Ok, first of all, I've put the dragon ingame right now and it doesn't have any kind of skeleton_root or model_root helpers, it neither have stupidtriangle_off and i think that the models I've animated doesn't have them (look at them maybe it helps)
Quote:
Originally Posted by Manganiac View Post
(except for mirrored bones)...
You can't mirror bones, a mirrored bone will cause the thing you posted (the modview screenie), what I do is copy them put them where they belong and then rotate them with precision, like if it was a manual mirroring



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Old September 25th, 2007   #88
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Light Ninja, I just noticed another... REALLY weird thing...
like one day ago (wille searching for fixes to this) I ended up in Lucas Forums' old threads about modelling and animating, there you said, max 6+ can't animate for JKA O.o (I'm using max 7.0, assumed it was no big deal since it was an old post and you didn't mention it here))
now, the WEIRD thing... is that I took an old 3ds model (that uses Psyk0's humanoid Skeleton and tryed compiling it just now without the gla file, well... same damn thing happened O.o thingers, arms everything stretching everywhere... now if I remember well the XSI export plugins for max 5 and 7 seemed VERY diferent (at least in their interfaces (I instaled the xsi export plugin for max 5 on my max 7 once(by mistake), didn't work but I saw it seemed way diferent))...
also, maybe it has something to do with some property on assimilate...?(there just isn't enough options to configure there, I guess I've set every thing there on or off for each compile attempt, except the 90 degreee thing, that's allways disabled) also, the model is displayed nearly the same way in mod tools as it is on 3ds (with the exception of mirrored bones, wille the mesh is still intact, the mirrored bones are just displaced copies) (so only goes weird when animated)
on assimilate basically I set :add files root.xsi choose make it's own skeleton and build... (already messed a wille with other options with no big change)

EDIT.: more tests... any children bone goes wild compiled, but if I set ALL bones as children of one single helper (without a correct bone hierarchy), the mesh reaches modviewer intact (even mirrored bones)... but of course, without a bone hierarchy it's nothing but a statue cuz it can't be animated then...


Last edited by Manganiac; September 25th, 2007 at 04:57 PM.
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Old September 25th, 2007   #89
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Mmmm if I remeber correctly 3dsmax6+ can't animate for JA because of the MAXSceneRoot that the program adds to the model, I don't know why..haven't investigated it but it happens mmm if you can import the model with the animations to xsi mod tool and erase the MaxSceneRoot do it and lets see what happens, if not if you want send me the .xsi, i'll open it in 3dsmax5 if it lets me, then i'll erase the MaxSceneRoot, compile it and send it to you (danadn@gmail.com)
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



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Old September 26th, 2007   #90
need more cowbell?
 
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lol, i got all set up last night, then realised i've got 5 other projects i already started on... so i worked my fucking ass off to get them ALL finished last night.

(that's 5 completely modeled, textured, and rigged characters.)

bahamut starts toniiiiiiight. o/

ps. D&D kicks ass, cuntface! D:

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