Jump to content

Home

Linking a Helmet/Mask Model with a Head model


Darkkender

Recommended Posts

Okay I need some help here. I'm trying to Link a Helmet Model with a Head model so that it replaces the Head. I've figured out more or less some of the process by using the saber pict tutorial however I am realizing there are some steps that probably apply in my situation that are needed.

 

What I've done. I've aligned the helmet over the top of the head after both had been unlinked from there parent. Everything lines up fine. I just can't seem to be able to re-link everything together. I have also found that the saber tut says do "X" however alot of the "X"'s have sub procedures that I haven't a clue as to what settings to use.

 

It could be that I've done everything right in gmax including exporting and that I fouled up on the replacer but I think the truth is that I didn't link my dummies properly in gmax.

 

If somebody could please help I would apreciate it.

 

For simplicity I am trying to attach the Vader helmet to a head model to make that a new head. I'm using Male Caucasion number 1 as he is nearly bald.

Link to comment
Share on other sites

Imagine the helm model is 2000 polys and you attach it to a default head that we can’t compile with anims anyways the old head is 1000 polys or so and the new head is a whopping 3000 polys as much as a full body mesh or more, so in that case gut the inside of the old head model anything that will not be visible must go, ;) that ends up being the entire old head.

 

The problem is that anims are toast after this, but vaders helm has the neck so really all you need to do is place your helm in place of the head make sure the neck width and depth are the same as the head or bigger so it fits over the “ neck “

 

And try [ replacing] not sure if the neck movement anims will be there , I have a strong suspicion they won’t . But it can’t hurt to try.

 

svösh

Link to comment
Share on other sites

Thanks svosh, now if I only knew how to do this. How would I go about removing the geometry/wire mesh for a head in gmax and replacing with the geometry/wiremesh of the helmet meanwhile keeping the helpers from the original head?

 

I really could use some step by step as using GMAX is like learning a new language I've NEVER spoke before.:D

Link to comment
Share on other sites

Originally posted by Darkkender

Thanks svosh, now if I only knew how to do this. How would I go about removing the geometry/wire mesh for a head in gmax and replacing with the geometry/wiremesh of the helmet meanwhile keeping the helpers from the original head?

 

I really could use some step by step as using GMAX is like learning a new language I've NEVER spoke before.:D

 

 

 

Load a head into gmax and click on the perspective veiwport and right click the word perspective and select "edge faces" You should now see all the polys outlined in white.

 

Select the head mesh. Ignore the big blocky shapes protuting through it and just select the mesh.

 

With it selected look to your right to the tool bar. and click on the modifier tab{blue bent tube} now click on Editable mesh tree *you will see a warning message ignore it and click "Hold/Yes" * and select element OR look at the selection roll-out and click the red cube. Next left click just out side the selected mesh and drag a box around the entire head so that all the poly show up as red selected mesh and all the polys of that mesh will be selected.

 

Now hit the delete key on your keyboard. This will delete the entire skin mesh.

 

Next load the mask into the scene and position it in the same place that the skin mesh was in. When your satisified click onthe NWmax tool bar and hit fast linker. Normally you would only want to use that on simple models like swords and blasters, but sinse compiling the model will kill the anims anyway it doesn't matter ;)

 

Last thing to to is select the aurora base(blue transparent square), click on the modifier tab again if its not selected and on the export options copy and paste the path for the directory that you want your ascii.mdl to export to and last hit "Export Geom only" you can try export with model+anim but it won't accomplish anything :p

 

the last thing you will need to do is rename the exported ascii and and copy and paste the original binary mdl +mdx into the same folder. load MDLops, click the select file button browes to your ascii and hit open. Make sure you have the correct game setting on MDLops. For k2 models click the Kotor2 button and finally hit the "read and write button" your new compiled model will be inthe same folder as the ascii.mdl.

 

I think you can handel the rest from here. :) If something is unclear just ask.

Link to comment
Share on other sites

Originally posted by T7nowhere

Load a head into gmax and click on the perspective veiwport and right click the word perspective and select "edge faces" You should now see all the polys outlined in white.

 

Select the head mesh. Ignore the big blocky shapes protuting through it and just select the mesh.

 

With it selected look to your right to the tool bar. and click on the modifier tab{blue bent tube} now click on Editable mesh tree *you will see a warning message ignore it and click "Hold/Yes" *

 

Okay I get to this stage and there is No warning nor do I see any options for "Hold/Yes"

 

and select element OR look at the selection roll-out and click the red cube. Next left click just out side the selected mesh and drag a box around the entire head so that all the poly show up as red selected mesh and all the polys of that mesh will be selected.

 

Now hit the delete key on your keyboard. This will delete the entire skin mesh.

 

Alright all of this was done even though I had not gotten the above warning scenario.

 

Next load the mask into the scene and position it in the same place that the skin mesh was in. When your satisified click onthe NWmax tool bar and hit fast linker. Normally you would only want to use that on simple models like swords and blasters, but sinse compiling the model will kill the anims anyway it doesn't matter ;)

 

Alright here I encounter a true problem. I click fastlinker and it prompts me no Aurora base selected. So I click the Aurora base and click fast linker nothing seems to happen here either.

 

Last thing to to is select the aurora base(blue transparent square), click on the modifier tab again if its not selected and on the export options copy and paste the path for the directory that you want your ascii.mdl to export to and last hit "Export Geom only" you can try export with model+anim but it won't accomplish anything :p

 

Alright I do this process and it begins the export however it prompts me that there is "0" head nodes on the sanity check. I tell it to keep going and force beyond sanity check. gmax never exported the model even. So I'm sure at this point there are some steps missing that are essential. Not too mention possible settings that need to be tweaked so that it does it's job right. Or am I wrong about these last assumptions.

 

I can send somebody the gmax scene if they know how to resolve it that would be great.

Link to comment
Share on other sites

Okay I get to this stage and there is No warning nor do I see any options for "Hold/Yes"

 

Are you sure you clicked the Editable mesh in the stack, you should get a waring but if you don't then don't worrie about it.

 

Alright here I encounter a true problem. I click fastlinker and it prompts me no Aurora base selected. So I click the Aurora base and click fast linker nothing seems to happen here either.

 

You need to select all objects in the scene then hit fast linker.

Alright I do this process and it begins the export however it prompts me that there is "0" head nodes on the sanity check. I tell it to keep going and force beyond sanity check. gmax never exported the model even. So I'm sure at this point there are some steps missing that are essential. Not too mention possible settings that need to be tweaked so that it does it's job right. Or am I wrong about these last assumptions.

 

If it fails Sanity its usually from a mesh modifier or something isn't link properly or any number of situations.

 

Oh wait stupid me :rolleyes: ya the reason why its says zero faces on node is becuse I told you to delete them, But the program is still reading the mesh being there. Ok so forget that whole misleading thing I told you to do about selecting the polys and deleting them. Don't do that. what you want to do is select the head mesh and delete that. SO don't selet the pols then delete, just deletethe mesh.

 

Then select all objects inthe scene and hit fast linker and try to export. if it fails again. Try useing the reset Xform in the mesh tools rollout.

Link to comment
Share on other sites

Originally posted by T7nowhere

Are you sure you clicked the Editable mesh in the stack, you should get a waring but if you don't then don't worrie about it.

 

You need to select all objects in the scene then hit fast linker.

 

I'll try the rest of what you suggested. However if I was to choose all objects within the scene previously and then fast linker I get an error that there was more than one aurora base.

Link to comment
Share on other sites

Originally posted by Darkkender

I'll try the rest of what you suggested. However if I was to choose all objects within the scene previously and then fast linker I get an error that there was more than one aurora base.

 

AH, ok there is your second problem then. Import the mask then delete all objects accept those for the mask mesh , Then import the head model to butcher ;)

Link to comment
Share on other sites

Originally posted by T7nowhere

AH, ok there is your second problem then. Import the mask then delete all objects accept those for the mask mesh , Then import the head model to butcher ;)

 

*Knocks, on wood desk at work* I pray to the great spirit this will work for me this evening. Or Maybe I should "Use The Force.";)

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...