View unanswered posts | View active topics It is currently Fri Mar 29, 2024 11:20 am



Reply to topic  [ 14 posts ]  Go to page 1, 2  Next
 Changing character sizes? 
Author Message
Rank 2
Rank 2

Joined: Tue Feb 02, 2016 2:53 pm
Posts: 4
Hello,

is it possible to change the character size / breasts / heights ?
I've unpacked the dungeon file already.


Tue Feb 02, 2016 2:54 pm
Profile
Rank 2
Rank 2

Joined: Tue Feb 02, 2016 2:53 pm
Posts: 4
I've read I have to modify the *.obj files with tools like MeshLab and Blenders. But when I try to import them both tools gives me an error that the files cannot be imported?!


Thu Feb 04, 2016 4:16 pm
Profile
Rank 16
Rank 16
User avatar

Joined: Wed Aug 07, 2013 4:51 pm
Posts: 314
I suggest you download the resource kit and have a look at the wiki.

It's not possible to open the .obj files with anything (it's not a Wavefront OBJ file), instead you either create (or adapt resource kit files) in Maya and convert them into the game's obj files with filemaker.

Unfortunatly, as far as I know, the character files in the resource kit are only low poly versions of the ones in game at the moment.


Thu Feb 04, 2016 4:34 pm
Profile
Rank 17
Rank 17
User avatar

Joined: Fri Feb 27, 2015 2:06 pm
Posts: 682
Location: Australia
The characters are encrypted and the only thing you can see inside the tutorial pack is the skin collisions
The reason i guess for the models being encrypted is so people can't steal them
That's the model
Image

_________________
To install a mod

ESKARN'S TUTORIALS

Eskarn's Dungeon Mod(BETA)

Eskarn's puzzle map (story)


Thu Feb 04, 2016 6:00 pm
Profile
Rank 16
Rank 16
User avatar

Joined: Wed Aug 07, 2013 4:51 pm
Posts: 314
@Eskarn: When I tried out character creation a couple months back I didn't get those horrible objects in the file. I was able to create an "ugly boobjob" Saiko in zbrush based on the low poly mesh and reimport that to maya. The character "worked" in game.

So unless they changed something in the resource kit, it should be possible to create characters but you need to supply your own high poly mesh for it. Unless you like your girls in 1:10 scale, then the lowpoly mesh would do. Thinking about that, this could actually be funny in a pervert way XD


Fri Feb 05, 2016 2:54 pm
Profile
Rank 16
Rank 16

Joined: Thu Jul 31, 2014 2:29 pm
Posts: 351
riftporn wrote:
@Eskarn: When I tried out character creation a couple months back I didn't get those horrible objects in the file. I was able to create an "ugly boobjob" Saiko in zbrush based on the low poly mesh and reimport that to maya. The character "worked" in game.

So unless they changed something in the resource kit, it should be possible to create characters but you need to supply your own high poly mesh for it. Unless you like your girls in 1:10 scale, then the lowpoly mesh would do. Thinking about that, this could actually be funny in a pervert way XD


Image


Fri Feb 05, 2016 8:25 pm
Profile
Rank 17
Rank 17
User avatar

Joined: Fri Feb 27, 2015 2:06 pm
Posts: 682
Location: Australia
You could use the low res skin collision and edit that but it would be better to make/edit and add high res new characters
that way the community gets a new model to play with

_________________
To install a mod

ESKARN'S TUTORIALS

Eskarn's Dungeon Mod(BETA)

Eskarn's puzzle map (story)


Fri Feb 05, 2016 8:44 pm
Profile
Rank 16
Rank 16
User avatar

Joined: Wed Aug 07, 2013 4:51 pm
Posts: 314
Quote:
You could use the low res skin collision and edit that but it would be better to make/edit and add high res new characters
that way the community gets a new model to play with


Indeed, that would be nice. The fact it's low res is only 1 half of the issue with the current mesh; it's also missing any "body cavities"...
Unfortunatly I suck at maya, so we got to wait for somebody who's better at it and has the time to do it.


Fri Feb 05, 2016 10:19 pm
Profile
Rank 16
Rank 16
User avatar

Joined: Sat Jan 03, 2015 1:05 am
Posts: 323
Location: france
riftporn wrote:
Quote:
You could use the low res skin collision and edit that but it would be better to make/edit and add high res new characters
that way the community gets a new model to play with


Indeed, that would be nice. The fact it's low res is only 1 half of the issue with the current mesh; it's also missing any "body cavities"...
Unfortunatly I suck at maya, so we got to wait for somebody who's better at it and has the time to do it.


to be honest, I started something.
I've been told that the skin weight binding will be a pain.
In fact, for now, the real pain is the animation rendering.
Everything's ok in maya, but not ingame and I don't know why.
Creating/binding the mesh was obvious, animation is not -_-

previews


Attachments:
File comment: Char testing -> NOT OK !!!
screenshot2.jpg
screenshot2.jpg [ 744.82 KiB | Viewed 18852 times ]
File comment: BVH mode to create animation -> OK (or quite ok)
screenshot1.jpg
screenshot1.jpg [ 783.02 KiB | Viewed 18852 times ]
Sat Feb 06, 2016 12:34 am
Profile
Rank 17
Rank 17
User avatar

Joined: Fri Feb 27, 2015 2:06 pm
Posts: 682
Location: Australia
i had a similar issue and it was that the skin bindings were not perfect so when the body moved the skin/mesh followed bones they should not have resulting in weird movements
but i don't know what rig you used etc

Edit
does it kinda act like a spring and bob around or is it static


i know its possible because i had this follow me around ingame but that's as far as i got
Image

_________________
To install a mod

ESKARN'S TUTORIALS

Eskarn's Dungeon Mod(BETA)

Eskarn's puzzle map (story)


Sat Feb 06, 2016 1:22 am
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 14 posts ]  Go to page 1, 2  Next

Who is online

Users browsing this forum: No registered users and 29 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group.
Designed by X-Moon Productions.