Proportions

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Proportions

Postby Turtle-ZED » 07-05-2006 01:00 PM

I've been making characters like a mofo recently and plan to bring them into BHD. (To start with I'm going to replace the MP Merc model- everyone's favourite tango)

Now then - some of my models have different physiology than the standard BHD goons, so was wondering whether it was likely to succeed or not.

I am, however, making sure that centres and hands etc line up with the MPMerc mesh I'm using as a template, but heads will be smaller or larger, feet will be bigger or slightly different, body shapes will be different. All fit into the space occupied by MPMERC.3di. So ,in theory, they should work -as long as naming conventions are continued.

BUT...I managed to root out a copy of Vlad's character setup for MAX. I'm inexperienced with it and find it slow to work with (FFS why do I have to convert everything to editable before I can work with it?) SO I'd like to set up my character in XSI- better the devil you know).

So here's my big question...is it possible to convert BIPED rig into a mesh... that way I can export it to .obj and work on it in XSI? I tried to export it as .fbx, but XSI converted the rig into NURB points- not very helpful.


OK and if it is possible...how do I do it?

Thanks in advance...

Oh...and all of my characters are segmented and everything rotates and bends where it should.

The BOTs are coming!

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Postby Turtle-ZED » 07-07-2006 03:09 AM

Found a DOT XSI Exporter for MAX and it does indeed allow me to import rigged, weighted and skinned meshes from MAX.

Here's Vlad's Biped rig for BHD (It imported it as a 3d mesh- all pivots and hierarchies intact): I deleted the original envelope...of course!


SO now I have the correct proportions and pivot points....


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Postby Turtle-ZED » 07-08-2006 05:12 AM

Slowly...very slowly they begin to take shape....
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Postby Turtle-ZED » 07-08-2006 05:36 AM

By the way, this is Vlad's MAX file if anyone else wants to try their hand:

It was missing from the link in his post, but I saved it and uploaded it to my FTP:

http://z-3d.turtlezed.co.uk/Models_n_stuff/cuba.rar
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Postby Turtle-ZED » 07-08-2006 08:18 AM

OK- Now I've modelled it, I'm back into MAX... and I'm sure I'm getting RSI LOL...

But what is concealed in that Biped rig?

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Time will tell....


I might run into a problem with NVGs, but how often do you play maps with em on anyway...


ass cam shot
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Postby Turtle-ZED » 07-08-2006 03:24 PM

And Now I'm stuck...


I've been thinking about traditional BHD MP games- and just thought it would be good to replace the MP Merc with something a little different...

The aim was to get the Merc sussed and then add a Delta replacement and hey presto...life will look a little different, even if gameplay is similar.

Also, I had half a mind to create appropriately proportioned jointed characters that with a little determination could be used in JO/DFX as BOTS...well you can dream...


**************************
I've applied a skin modifier to the mesh- one segment at a time and checked that there are no stray vertices.


*** Couldn't seem to get the toes attached to either toe on the Biped rig...so had to attach to the foot instead.***

I've done a quick pose test- nothing seems to pop out of its joints or twist in an unusual way.

I've eventually managed to get the OED to work on this machine...exported as .ase and the anticipation is building.

Then got a string of bad collision box errors and the OED crashed.


FFS!!!!

******************************
Any help gratefully received.

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The only thing I can think of is that I made copies of the right hand side to make the left. I did make sure that these were separate meshes with their own pivot points/centres and unique names. SO that still leaves me confused....

Here's the original beast:

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Here's it posed in MAX- To test that envelope worked:

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And here's the MAX 7 file:

http://z-3d.turtlezed.co.uk/Models_n_stuff/ZED-ORC_BOT_VLAD_RIG.max


:confused:


Oh...and no skin till it works as a 3di!


...and it's 1953 tris BTW ( I set myself a 2k budget)
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Postby A.bullet » 07-08-2006 04:52 PM

Remove the collision boxes and try it..

Also.. make sure to use the NOVA ase exporter.. and make sure the export physique data IS CHECKED..

Make sure export legacy bones is NOT checked..

This should let you test your bones .. then if you get that working aslright.. you can tackle collision boxed seperately..
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Postby Crack » 07-08-2006 07:59 PM

Problem he could run into with the nova ase export is that it was written for max 4/5 and looks as if he is using max 7.
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Postby Brodie » 07-08-2006 09:31 PM

First off, Characters Dont need any CB's.
Just so you dont spend you time on it :p

Secondly using the NOVA ase. exporter may affect it.

I would help you, but I dont got much time, Ive gotten many characters in game and working, but I just dont got any time for it right now.
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Postby Crack » 07-08-2006 11:30 PM

The nova ASE export DOES affect it, it has the physique modifier onth export specifically for characters.
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Postby Turtle-ZED » 07-09-2006 03:06 AM

Thanks. I don't actually have any CBs... the names listed as CB errors are just the names I gave to the body parts as I was building them...


As for the NOVA ASE exporter...MAX 7 wouldn't run the plugin...
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Postby A.bullet » 07-09-2006 08:14 AM

the ASE exporter only works in max5.1 with character studio 4.1

You need character studio for the physique modifier..

and you need the ASE exporter from nova to export the physique data..

This is the only plugin released by nova and its the only version of max supported..

also bones should be named BN01 through BN19 - you can find the names by opening a bad file in a hex editor and looking for the text names toward the end of the file..
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Postby Turtle-ZED » 07-09-2006 08:29 AM

Thanks A.bullet


Max 7 has Character Studio incorporated into it.

So basically it looks like I'm going nowhere with this then.

Big fat hairy bollocks!
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Postby DR.EVIL~TAG » 07-09-2006 09:51 AM

Yep small example of the bones naming:

1: BN01 = Hips
2: BN02 = Lower Spine
3: BN03 = Upper Spine
4: BN04 = R Clavicle
5: BN05 = L Clavicle
6: BN06 = R Upper Arm
7: BN07 = L Upper Arm
8: BN08 = R Thigh
9: BN09 = L Thigh
10: BN10 = R Forarm
11: BN11 = L Forarm
12: BN12 = R Calf
13: BN13 = L Calf
14: BN14 = Neck
15: BN15 = Head
16: BN16 = L Hand
17: BN17 = R Hand
18: BN18 = R Foot
19: BN19 = L Foot

And when you get into ai's holding weapons its broken down more and contain up to 51 plus names, from each finger and up , IE

1: BN01 = Pelvis
2: BN02 = R Upper Arm
3: BN03 = L Upper Arm
4: BN04 = L Forarm
5: BN05 = R Forarm
6: BN06 = R Hand
7: BN07 = L Hand
8: BN08 = R Finger01
9: BN09 = L Finger0
10: BN10 = R Finger01
11: BN11 = L Finger01
12: BN12 = R Finger4
13: BN13 = L Finger1
14: BN14 = R Finger41
15: BN15 = L Finger11
16: BN16 = R Finger42
17: BN17 = L Finger12
18: BN18 = R Finger3
19: BN19 = L Finger2
20: BN20 = R Finger31
21: BN21 = L Finger21
22: BN22 = R Finger32
23: BN23 = L Finger22
24: BN24 = R Finger2
25: BN25 = L Finger3
26: BN26 = R Finger21
27: BN27 = L Finger31
28: BN28 = R Finger22
29: BN29 = L Finger32
30: BN30 = R Finger1
31: BN31 = L Finger4
32: BN32 = R Finger11
33: Bn33 = L Finger41
34: BN34 = R Finger12
35: BN35 = L Finger42
36: BN36 = R Thumb03
37: BN37 = L Thumb03
38: BN38 = Bone mb03
39: BN39 = Shell
40: BN40 = Shell
41: BN41 = Shell
42: BN42 = Shell
and so on and so on ..........
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Postby Turtle-ZED » 07-09-2006 10:14 AM

Hey there are bones for a shell. I can make that turtle model... lol
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