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#21 JUS_SAURON

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Posted 10 September 2011 - 11:33 AM

I'm REALLY trying to learn Renx .. with all the tutorials etc...

What I want to know is what Tools left by EA can be used and for what SPECIFIC purpose...

How to use them will come after ..

I know you have to get the W3dimporter file and load it in Renx
and you export as W3d etc

But there are tons of Scripts etc in the BFME2 MOD SDK


So what of these can I use for Skinning , then binding , then animating .
Even for viewing already made anims like aragorn's attack anim etc

#22 Elric

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Posted 10 September 2011 - 12:42 PM

What i did was i got one program at a time. Like: Download Gmax, Download RenX, Download the importer, Make the importer work. Then i do the work i wanted to do and then i save it as a gmax file AND a .w3d file. (save a few copies of gmax.) then i go looking for a animating program (i am using RenX and Maya and 3ds Max. lol) For binding check out robs tutorial on the main site. Its very easy to follow.

#23 JUS_SAURON

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Posted 10 September 2011 - 09:43 PM

Yeah I'm new to the world of modelling ..after 4 years of INI coding

I want to know if the files in the BFME2 SDK is of use and what purpose are they specifically ( the scripts that is)

Because all the tutorials never really stress that you need such and such file from it ...

they do have some explaination with it .. but from a point of view of someone ALREADY versed in modelling

#24 Ganon

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Posted 10 September 2011 - 10:32 PM

I'm no expert, but from what I can gather, the script files are only used by 3DS Max.
The Max series of modeling tools have a lot more potential than Renx, but I think it needs those script files to reach it's full potential with .w3d files.

You just need to copy the files into the Max 7 or 8 program files directory. The way the directions specify.
If you're using Renx they aren't needed.

And the W3D importer needs to be setup either way, whether you're using Max or Renx. :good:

Edited by Ganon, 10 September 2011 - 10:37 PM.


#25 JUS_SAURON

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Posted 10 September 2011 - 11:51 PM

Thanks ...One Step at a time .. teach a man to fish etc...

So I'm back at TRYING to bind

Pic of binding Process

I'm following Rob38's Tutorial
Rob's Binding tutorial

as well as this one

CNC Tutorial

and tutorial_w3d_exporting.htm
--------------------------------------------------------------

So this step seems a bit buggy

I transform the main model into its vertices which are blue

Then I Create the wwskin and add all the bones

Then I click on the Bind to a SpaceWarp , then click on the model then back to the WWskin

What is EXACTLY the next step ????

How do I 'Unselect' bind to a spacewarp so that I can then get the vertices red ...
Sometimes I get them red ..but by alot of clicking at random stuff


------------------

ALSO even if I open W3d viewer with

gufaramir_skl.w3d , gufaramir_skn.w3d , gufaramir.tga , gufaramir_rbna.w3d

I can't see any moving anims

And finally the final model saved Shows up Invisible .. But I sometimes see the arrow at the side

Take your time with your reply with as much 'Missing' Steps

#26 Ganon

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Posted 11 September 2011 - 12:03 AM

Let's see, where to start. :p

I would only follow Rob38's tutorial. It was enough to teach me, and trying to follow directions from multiple sources can only be confusing. ;)

1. What do you mean you transform the model? Like you just press F3?

2. The easiest way to "Unselect" at this step is to:
Click on this tab in the upper right:
Capture.JPG

Deselect all, then select a mesh, and click this button:
Capture3.JPG

Now click this tab:
Capture2.JPG


Then you can select your vertices from there, and link to the bone of your choice. :good:

...

When trying to get your stuff into the Viewer, it's best to have ALL the animations and textures for the model in the same folder as the model and it's skeleton.
Then select the model and it's anims from the folder and drag them into the viewer. Don't select the skl.

Where exactly does the model show up invisible? Ingame or in the W3D Viewer?

Always use EA's asset builder. Sy's asset builder is designed for a specific purpose, and works for some people and not for others. ;)
It also has a reputation of causing models to become invisible.

Edited by Ganon, 14 September 2011 - 01:47 AM.


#27 JUS_SAURON

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Posted 11 September 2011 - 06:44 AM

Thanks again :wink_new: .. It seems you've answered all the problems

I can now see the model moving in W3d viewer ... I will use EA's asset builder for it ingame
although the ones downloaded on the 3rd.age show up fine with Sy's asset builder
I actually did bind it kinda good ..So onto more Binding

#28 Ganon

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Posted 11 September 2011 - 07:18 AM

Always save your rigging as a project file.
That way if you ever want to modify the rigging, or add something to the model at a later date. You can just open it up and continue from where you left off.

It's better than having to start all over again. :p

Edited by Ganon, 11 September 2011 - 08:41 AM.


#29 JUS_SAURON

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Posted 11 September 2011 - 03:57 PM

Thanks I save alot ..

one more question ... I have a Sub_object Helmet that I want to have stay attached to the Head
i.e when the head moves it moves .. it can also be hidden if necc.. based of the Rohan peasant model

how do I do that ? .. the Helmet currently stays fixed in mid-air while the rest of the model does the anims

#30 Elric

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Posted 11 September 2011 - 05:10 PM

Helmet animation? lol

#31 JUS_SAURON

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Posted 11 September 2011 - 08:44 PM

... got that bit sorted out

LAST question

So i will try to save with EA's asset Builder .. no problem ...
But how come when I download the free W3d models on the3rdage I can save them ingame with Sy's Asset Builder

And thanks for the Help ...MY FIRST BINDED MODEL !

Edited by JUS_SAURON, 11 September 2011 - 08:58 PM.


#32 Ganon

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Posted 11 September 2011 - 09:39 PM

Eh, I don't know to be honest. I don't use it. :p

#33 JUS_SAURON

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Posted 11 September 2011 - 10:37 PM

Eh, I don't know to be honest. I don't use it. :p


Hmm almost there ...


Missing bits

so the model shows fine in W3dviewer with all the anims etc , the MOD SDK one and the Renx one ..

But ingame bits of the Skin from the Faramir's body is missing ...

The weapons show nicely ..

And the Export parameters seem to be the same

What's wrong now ?

Edited by JUS_SAURON, 11 September 2011 - 10:38 PM.


#34 Ganon

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Posted 11 September 2011 - 10:44 PM

It's hard to tell without seeing your code.
Maybe check your code to see if any subobjects are being hidden.
Also try disabling any applicable LUA in his code.

#35 JUS_SAURON

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Posted 11 September 2011 - 11:59 PM

Well I re-did the steps using the original peasants model

First binding

And all seems well ..I will just keep at it until i'm Satisfied

THANKS ALOT .. I now know how to bind .. and have Sub-objects ! :thumbsupsmiley:

#36 Elric

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Posted 12 September 2011 - 12:52 AM

Nice Job! Now try animating. Posted Image

#37 JUS_SAURON

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Posted 16 September 2011 - 11:01 PM

OK new question ..

I have re-done a MordorFighter unit : MUOrcWar_SKN

and using the same Skeleton : MUOrcWarr_SKL

Now I want to add a BONE to the end of the weapon

But as the model now uses a skeleton without the BONE
Can the NEW BONE show up in the Model
i.e can it EXPORT with the Model , and use the Old Skeleton ?

What are the Full Export parameters for the new bone to be usable as an FX bone

I will do some searching / testing

And If that fails ....

What are the Texture export options for a fire sequence to show ..like the Fire on a building
say the Rohan Golden Hall .. it has a fire torch at each side

Edited by JUS_SAURON, 17 September 2011 - 12:01 AM.


#38 Ridder Geel

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Posted 16 September 2011 - 11:05 PM

You would need to reexport all the anims, create a new skl... a whole lot of work...
So i advise doing research on offset of FX's :p
Ridder Geel

#39 Ganon

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Posted 17 September 2011 - 12:40 AM

Ridder Geel's right about the anims. And having to re-export them.
But if you're willing to put in the work, it'll pay off in the end. ;)

Okay, a small overview on the anims. The anim .w3d files, boiled down are really just a set of instructions on how to move "named" bones. Therefore if you open up a skl and add a few bones, it shouldn't hurt anything. (As long as you don't change the name of ANY existing bones.)

After you add a bone or two to the skl, export it, choosing "Skeleton" as the export parameters. Then you'll have to open up every anim and re-export using the new skl, and choosing "Pure animation" as the export parameters. (Make sure the old skl isn't in the same folder as the anims, that way Renx will ask you which skl to use when importing the anim.)
Then rig your model to the new skl. And that's it. :xd:

Although, you'll want to make sure that the new skl and anims are named differently than the old ones. Or else it'll screw up the units that use the old skl ingame.

Also, if the bone you add is a free standing bone, (not linked to any other bones) it'll need to be animated in every anim. I don't know how it would work if you tried linking the new bone to an old one, it would likely make the anims un-usable. Still, it can't hurt to try a few things.

...

When exporting anims or skls, always make sure each bone has "Export Transform (Bone)" ticked in the w3d export settings. And make sure to un-tick "Export Geometry".


Then, when you're all done, you'll need to go and change all of your anim code for your unit to reference the new anim names.
You'll need to make an asset.dat as well.

...

For the fire effect export settings: Clicky

Edited by Ganon, 17 September 2011 - 12:50 AM.


#40 JUS_SAURON

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Posted 17 September 2011 - 10:01 PM

Ohh thanks for all the Detail ..

I made a quick workaround

I created a model that is basically only bones ...nothing else : FX01 FX02 and FX03

Then I attached it to the Hand Bone of the Orc Model via coding


Draw = W3DScriptedModelDraw ModuleTag_FIRE
             AttachToBoneInAnotherModule = B_HANDR
    DefaultModelConditionState
      Model               = none        
    End


 ModelConditionState =   WEAPONLOCK_SECONDARY 
    Model = mufboxb
     ParticleSysBone				=   FX01  TreebeardFireSmall FollowBone:Yes
     ParticleSysBone				=  FX02    TorchSmokeBlack FollowBone:Yes
    ParticleSysBone				=   FX03    OrcTorchFlare FollowBone:Yes
    ParticleSysBone				=  FX01   FireTorch FollowBone:Yes       
    End

  End


With some shifting around the bones FX01 FX02 and FX03 in Renx
I was able to line up the FX01 to the end of the Weapon
And so use particle systems to create a Torch
The bones ALWAYS line up with the end of the Club Weapon

And now I can even Create weapon FX's on weapons that don't have any bones

thanks for all the assists .... MY second Binding :xcahik_:




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