Jump to content

Home

Modeling question...


FoolInTheWave

Recommended Posts

-Put proper .glm plugin into max plugin folder (i cant remember if version 2 works with max 8)

 

Launch max, go to file import, pick glm from drop down menu, select hap's .glm, once import, get rid of all the tags.

 

Next step is to properly scale the model, select all the meshes, set your constraints to world (in that mode max will scale the objects together instead of each part individually). you need to scale something like 125 units. Delete the head and face, save to a new scene.

 

Repeat process for Luke, only this time you get rid of the body AND the head's LODs (level of details) so you'd keep only the mesh called "head" and get rid of head_1, head_2, head_3 etc. Save to a separate scene.

 

Load the JK3 skeleton scene from my website or whatever, now merge both scene files into it.

 

Adjust the head if needed, you're now ready to rig the hybrid model. It's that easy.

Link to comment
Share on other sites

Some questions if I may, Psyk0Sith. :)

 

Launch max, go to file import, pick glm from drop down menu, select hap's .glm, once import, get rid of all the tags.

 

Okay, I can import the .glm, but how would I get rid of the tags?

 

Next step is to properly scale the model, select all the meshes, set your constraints to world (in that mode max will scale the objects together instead of each part individually). you need to scale something like 125 units. Delete the head and face, save to a new scene.

 

I haven't modeled anything in my life, so how would I set the constraints to world?

 

 

That's all I need help on, I'm pretty sure I understand the rigging/weighting part due to your tutorial. ;) Thanks for taking your time to help me out. :D

Link to comment
Share on other sites

You see the "square" icon i selected in the image? thats the scale tool, simply select all the meshes, hold down the left mouse button and drag the mouse in the viewport, watch the units at the bottom until you reach 125.

 

Also i mentioned 125 but that's from memory...to get a perfect scale use Kyle's mesh as a reference:

http://www3.sympatico.ca/psykopat/tools/Kyle&Jan.rar

 

By the way how come your glm importer works in max 8? i thought it only worked in version 6. I tried it with max 7 and it wont work either.

Link to comment
Share on other sites

  • 1 year later...

Hello, I've done as you said in this. But I dont understand how im suppose to remake it into a GLM. I've tried exporting it to .XSI and then putting it into 'assimiate' but it just doesn't make sense or gives 'missing' files errors.

 

Totally lost, any help would be great.

Link to comment
Share on other sites

You cant simply export it back, you have to rig the mesh to the skeleton:

 

Read this

http://www3.sympatico.ca/psykopat/tutorials/jk2_guide.htm

 

Once you understand the workflow, watch the skin modifier video by Paul Greveson, that process is called "skinning":

http://www.3dworldmag.com/page/3dworld?entry=3d_world_114_s_3ds

 

The video only shows you the skinning process since enemy territory doesnt have dismemberment like in JA. Here's the steps you need to do for JA (note that 1 & 2 are already done when using my skeleton).

 

*1.Import Kyle's Skeleton from .Xsi

 

*2.Weight the tags to the skeleton

 

3.Modeling (build your model around the skeleton with previously weighted tags)

 

4.UVW Mapping

 

5.Segment your model

 

6.Cap the segments (can be done after the hierarchy)

 

7.Weight the mesh to bones <---What Paul is doing in the video

 

8.Link the hierarchy

 

9.LODs (they are not mandatory!)

 

10.Export to .XSI / Compile with assimilate

Link to comment
Share on other sites

Hello I've watched Paul's videos, but he seems to using only whole mesh whereas mine is in pieces. When I import your skeleton and try to add them also into 3ds max I don't get the same result as Paul does. Maybe I'm using wrong version? I'm using version 8.

 

I didn't think it would this hard. I could send you the file through PM if you could direct me more.

 

Edited:

Think my main problem is I cant load the bones into the modify list so I can't start weighting them.

Link to comment
Share on other sites

Paul is using a newer version of max, so it's possible there are some differences. If you read my skin modifier tutorial you should get the info you need:

http://www3.sympatico.ca/psykopat/tutorials/skin_modifier.htm

 

Also, you could weight your character as one piece, just that when you are done, you'd select limbs and detach them one by one thats all. Let me know if you still need help.

Link to comment
Share on other sites

Archived

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

×
×
  • Create New...