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Amezaroth

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This message was posted by myself in another trhead earlier...

 

Okay I might get ignored/laughed at for posting this, but I'll still do it, so here goes...

 

I've just had it with the hooded maskless revan/star forge robes, well mostly because of the clipping so I tried to something with it by mainly moving the hood around so it looks kinda like it was pulled down... All worked well until I got it ingame since for some reason I last the animations for the torso part of the robe, the only part I even edited and it loses the anims. It look pretty weird with the arms, feet and head still moving and the torso just stuck there frozen solid...

 

Any help would be apriciated/needed...

 

And yes I followed svösh's instructions to the letter...

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First things first. As you could see in my WIP thread. I have managed to edit some body model stuff. Here is a shot at the techinique that i use. It's probably not the only way or even the best way, but it's the one currently working for me:

1. Whenever working with a body model:

1.1. never convert "from the game" it with anim Mdlops option on. You can only edit the model geometry anyway;

1.2. never change anything but the body itself(torso, feet, legs, arms). I tried to mess with the model bones and the results are odd;

1.3.. Assuming you're using GMAX, stick to edit the mesh by nudging vertex here and there, being careful not to displace the mesh in the points where the bones are supposed to help the movement. i.e. Once i tried to make longer fingers, like a nosferatu character. It really shows stretchy, but due to bones misplacement, holding a weapon gets very weird with the fingers rolling over the handle like Plastic-Man ones;

1.4. After editing the way you like, DO NOT reset to Xform. My belief is that this feature, mandatory for other non-anim objects, can be worked around if you place the original .mdl and .mdx along with the exported model in the same folder before running Mdlops for the final "to the game" conversion.

1.5. topic 1.1 is also valid for "to the game" conversion.

 

Your problem is likely due to one of these topics.

 

Obs: "from the game" conversion means from original .mdl/mdx to GMAX and "to the game" conversion means from GMAX back to original .mdl/mdx.

 

Good luck.:)

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i have a suggestion, i dont know how far modeling has come, while i been gone, but instead of trying to edit the whole model, why not chop off the hood, and make it into a new mask item? wouldnt that give the results you wanted? and didnt T7 do this same thing with a wookie head? just a thought

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Originally posted by Seprithro

i have a suggestion, i dont know how far modeling has come, while i been gone, but instead of trying to edit the whole model, why not chop off the hood, and make it into a new mask item? wouldnt that give the results you wanted? and didnt T7 do this same thing with a wookie head? just a thought

It would probably work better, Being a mask would make it move along with the head.

 

The set back is that the hood has some anim. It moves coherently with your head (actually the cliping is due to this). And depending where you place the base, the hood mask would probably clip with the torso when in battle position, for instance.

 

I never tried though. It may work.:D

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Originally posted by T7nowhere

It would probably work by cutting off the hood, But I can't say if it would give the desired effect.

 

There is only one way to know for certain though. ;)

I tried to cut off objects in Kotor models. Not exactly the hood but the belt of Revan Robes. What i got was...Do you remember that movie "The Fly" with Jeff Goldblum;) If so, you got the picture...:D :D

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I'm really impressed how friendly the folk here are, I mean what has this post been up for like 17 hours and already I've had very much feedback.

 

And to all you are wondering what excactly am I even trying to accomplish here is like this: I want something like a hybrid between the starforge robe and the Revan model with the head completely unveiled from the robe and the mask.

 

I'll see if I can pull this one of later today in something like 4 hours when I get back home... And if I get the hood modifications to work I'll move on to modifying the cape.

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Originally posted by bneezy

Why is the "ResetXForm" causing problems? This may be the problem I'm running into. What does it do exactly?

I'm not a specialist, but for what i could see it's as if it turns the model into a new one. It relinks stuff, doing some checks to test coherency, reseting it's characteristics.

 

Somehow it prevents the game to recognize the edited model objects as a normal in-game model.

 

You can see it affects only the edited mesh. So if you edit the torso and reset Xform, only the torso will loose anim. The other mesh parts will move accordingly.

 

In other thread someone has posted the main Kotor model problem. The animations seem to be stored elsewhere.

 

Without reseting the model. One can trick the game engine into calculating the model as if it were a default one, as long as i don't mess with the helpers.

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Okay I've tried everything suggested here but I'm still losing the anims... well maybe I should try editing some other models as well just to see if the animation loss is being caused by the Revan model... I'll keep you all posted.

 

And btw is there a more resent version of nwmax than 0.7?

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Originally posted by Amezaroth

Okay I've tried everything suggested here but I'm still losing the anims... well maybe I should try editing some other models as well just to see if the animation loss is being caused by the Revan model... I'll keep you all posted.

 

And btw is there a more resent version of nwmax than 0.7?

No new version of NWMax yet. I'll try this model also. You see that hood IS very tricky. I'll keep you updated.:)

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