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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. Attachment: Untitled-1.jpg [ 433.1 KiB | Viewed 16289 times ] |
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 Attachment: boobswc.jpg [ 166.14 KiB | Viewed 16237 times ] Attachment: boobs.jpg [ 109.19 KiB | Viewed 16237 times ] Attachment: boobswc1.jpg [ 149.25 KiB | Viewed 16237 times ] |
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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