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player skeleton request
https://www.xmoonproductions.org/viewtopic.php?f=27&t=4019
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Author:  tomahawk308 [ Sun Oct 25, 2015 10:10 am ]
Post subject:  Re: player skeleton request

@xpadmin yep i have male 3d model can i replace the futa model (3d model of futa) to the male 3d model to have a new character

off course with penis function and balls

why i am questioning because a male character in the game would be cool

Author:  tomahawk308 [ Sun Oct 25, 2015 10:33 am ]
Post subject:  Re: player skeleton request

@xpadmin you have early this year posted that the male characters for example peter or bob will be available with full animations when we can expect this?

Author:  loki [ Tue Oct 27, 2015 11:23 pm ]
Post subject:  Re: player skeleton request

@tomahawk308 btw we are talking on different subjects: I cannot help in a male character. My intention was to build a female player model. This sounded as something quite easy. Player skeleton is simple, no hands, no head, just walking and bending animation.

You pointed this to me but I didn't notice at that time.

Male char moded after futa.... Facial expressions would be hard for a modder.

Author:  loki [ Mon Nov 02, 2015 2:17 pm ]
Post subject:  Re: player skeleton request

I noticed the maya has 2 shapes loaded. One has no material and I could easily substitute mesh.

I deleted everything else in the document and tried a test. In body1.ini I deleted the lod[1] element (I don't know how to access the skin groups yet).

I just wanted to see what happens (in Maya works bad anyway at the moment). But weird: my mesh isn't loaded, but parts of the old one (the t-shirt is missing facets in the back).

How does the game load the t-shirt and the shoes while I deleted them from Maya? Does rigging keep the shapes hidden in Maya? I really have to study skinning from scratch.


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Author:  Eskarn [ Tue Nov 03, 2015 12:10 am ]
Post subject:  Re: player skeleton request

Hm i might give it a go a bit later today

So a bit later happened

IF anyone wants this REMEMBER TO BACK UP THE ORIGINALS
links don't exist anymore
pack\pack_ETD\scenes and replace main2
for penis positioning
\init\std\base\main main_base

Code:
body[2]
  {
    body_type = PETER;
   
    file_name = "scenes/main2/characterShape.obj";
    coll_name = "scenes/viewer/viewobj1Shape.obj";
   
    walk_sound = "scenes/sounds/main/walk1.wav";
   
      min_height = 1.1;
    max_height = 1.75;
   
    penis_type  = NORMAL;
    penis_pos   = (0,0.73,0.09); <<<<< edit this one to where you like it
    penis_rot   = (0,0,0);
    penis_erect = 0.0;
  }


also here is the source files
links don't exist anymore
we can only replace the model for an actual functional female player we will have to wait for that

Here is the tutorial

delete mesh that is already there and remove unused textures
add in own mesh
position mesh the ground plane is the ground in the game and texture
position bones (DONT MOVE THE ROOT BONE)
bind the mesh to the root_bone
save
run filemaker same as the adding character tutorial just change the pathing
grab the compiled files and replace the ones ingame
open the main_base
move where the penis is

Feel free to pm me for help or post here


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Author:  loki [ Tue Nov 03, 2015 9:31 pm ]
Post subject:  Re: player skeleton request

Thanks, you are the best. How did you do it this quickly? I bow before you and I am not joking.

Exactly what I was trying to do, but I am lacking on Maya and general skinning.

(just smooth the polys and publish :p)

Absolutely great POV.

Author:  Eskarn [ Wed Nov 04, 2015 12:23 am ]
Post subject:  Re: player skeleton request

loki wrote:
Thanks, you are the best. How did you do it this quickly? I bow before you and I am not joking.

Exactly what I was trying to do, but I am lacking on Maya and general skinning.

(just smooth the polys and publish :p)

Absolutely great POV.


Just finished putting another character into the game so i thought id take a look
turns out its even easier then doing a character just have to align a few things

yea ill have to figure out how to smooth the polys the normal characters use a skin mod but that CTD for the player model

Author:  loki [ Sun Nov 08, 2015 11:10 pm ]
Post subject:  Re: player skeleton request

Just right click -> face and then select around the whole mesh, but probably this is an optional step.

Press space->normals->soften edge (equivalent to 3dsmax autosmooth)

Do it each time you import an obj in maya. The normals are reset and this is the reason it shows these hard edges.

Your model looks detailed enough, I would rather apply a mesh smooth in max before I export so I don't bother with Maya. But still need to fix the normals like above.

Author:  Eskarn [ Mon Nov 09, 2015 12:15 am ]
Post subject:  Re: player skeleton request

loki wrote:
Just right click -> face and then select around the whole mesh, but probably this is an optional step.

Press space->normals->soften edge (equivalent to 3dsmax autosmooth)

Do it each time you import an obj in maya. The normals are reset and this is the reason it shows these hard edges.

Your model looks detailed enough, I would rather apply a mesh smooth in max before I export so I don't bother with Maya. But still need to fix the normals like above.



Hm so that's how ya do it

Author:  laissemoirire [ Mon Nov 09, 2015 9:54 am ]
Post subject:  Re: player skeleton request

you can soften normals on the whole object by just selecting the object (instead of selecting all faces)

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