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How To: Create Your Own Art Using Pgi's Mechs

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#1181 Heffay

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Posted 06 December 2014 - 04:44 PM

View PostAndreas80, on 06 December 2014 - 08:52 AM, said:

If it's possible we could export to obj from the (paid) ce sandbox !


This should be possible, even with the free versions of the CE sandbox. The MWO game files are 3.4 or 3.5, not sure which. But they should work just fine in the older version of the sandbox, and export to obj does work. The only possible issue is that I'm not sure it'll separate out all the components into unique objects in the .obj file, but it's probably worth a try.

#1182 baabaa214

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Posted 08 December 2014 - 07:11 AM

View PostAndreas80, on 06 December 2014 - 08:52 AM, said:


Ok ... is it possible to (re)-import the models in the cry engine sdk like this guy did: ?

If it's possible we could export to obj from the (paid) ce sandbox !


will you be able the export the model with animations in a format that can go into 3ds max?
if so what would the file format be that would hold the animations?

#1183 Mcgral18

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Posted 08 December 2014 - 06:38 PM

I could use some assistance...I can't get the script working properly.

It says:

Posted Image

The Body does exist...while the cockpit does not...

I'll work on that second one, but not sure why I get that first error.


halp

#1184 Heffay

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Posted 09 December 2014 - 01:18 AM

View PostMcgral18, on 08 December 2014 - 06:38 PM, said:

I could use some assistance...I can't get the script working properly.

It says:

Posted Image

The Body does exist...while the cockpit does not...

I'll work on that second one, but not sure why I get that first error.


halp


The first error... when you modified the script to put in the directory to your mech files, did you accidentally put "." in MWOObjects? And it seems to be going into the tree twice. What did you set $basedir to? My guess is it should be d:\mwoobjects\objects\mechs" and you put in d:\mwo.objects\objects\mechs\nova\body.

#1185 Andreas80

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Posted 09 December 2014 - 02:43 AM

View Postbaabaa214, on 08 December 2014 - 07:11 AM, said:


will you be able the export the model with animations in a format that can go into 3ds max?
if so what would the file format be that would hold the animations?


I didnt even try it. Would be cool to have the ingame animations.

But for now i create a new rig for every mech i'd exportet and create a basic walk cycle.
Rigging a mech and creating a walk cycle isn't really "rocket science" but animations like walk right / left are a little bit more challenging. So if we have a CE pro here, i would appreciate his/her help on exporting the animations ;)

#1186 Heffay

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Posted 09 December 2014 - 04:12 AM

View PostAndreas80, on 09 December 2014 - 02:43 AM, said:


I didnt even try it. Would be cool to have the ingame animations.

But for now i create a new rig for every mech i'd exportet and create a basic walk cycle.
Rigging a mech and creating a walk cycle isn't really "rocket science" but animations like walk right / left are a little bit more challenging. So if we have a CE pro here, i would appreciate his/her help on exporting the animations ;)


Do you make the walk cycle over a stationary root bone, or do you move the root bone as part of the animation?

#1187 Andreas80

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Posted 09 December 2014 - 05:56 AM

View PostHeffay, on 09 December 2014 - 04:12 AM, said:


Do you make the walk cycle over a stationary root bone, or do you move the root bone as part of the animation?


Walk cycle with stationary root bone. The static root bone could be animated bye follow path.

#1188 Heffay

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Posted 09 December 2014 - 07:12 AM

View PostAndreas80, on 09 December 2014 - 05:56 AM, said:

Walk cycle with stationary root bone. The static root bone could be animated bye follow path.


Are you able to copy an animation from an existing mech to a new mech? I think that's possible, especially if you use the rig from the game files as most of the bones are named the same. Might get a bit sketchy with with toes (sometimes called talons), and obviously the chicken walkers will need something different than the humanoid models. But being able to copy actions seems pretty handy. I think I did that with one of my videos, but it was copying an action to an identical mech.

#1189 Andreas80

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Posted 09 December 2014 - 08:39 AM

View PostHeffay, on 09 December 2014 - 07:12 AM, said:


Are you able to copy an animation from an existing mech to a new mech? I think that's possible, especially if you use the rig from the game files as most of the bones are named the same. Might get a bit sketchy with with toes (sometimes called talons), and obviously the chicken walkers will need something different than the humanoid models. But being able to copy actions seems pretty handy. I think I did that with one of my videos, but it was copying an action to an identical mech.


I did not used the ingame rig (where can i find it?)

I had created a rig from the beginning. For the walk cycle i only use 3 bones of the rig. One bone for pelvis and one bone for each foot. Both foots are unattached copies of the foot bones and work as a inverse kinematic target from the calf bones. The original foot bones have a copy loc and copy rot constraint with ik bones as target.

So with little tweaking it should be possible to copy the whole rig and attach it to another mech. Also when you copy from a human mech to a crab like mech.

#1190 Heffay

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Posted 09 December 2014 - 09:35 AM

View PostAndreas80, on 09 December 2014 - 08:39 AM, said:


I did not used the ingame rig (where can i find it?)

I had created a rig from the beginning. For the walk cycle i only use 3 bones of the rig. One bone for pelvis and one bone for each foot. Both foots are unattached copies of the foot bones and work as a inverse kinematic target from the calf bones. The original foot bones have a copy loc and copy rot constraint with ik bones as target.

So with little tweaking it should be possible to copy the whole rig and attach it to another mech. Also when you copy from a human mech to a crab like mech.


Oh man, watch part 3 of my tutorial video! It goes over how to find the rig, extract it, make the bones usable, etc!

#1191 baabaa214

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Posted 09 December 2014 - 04:02 PM

KeyError: 'bpy_prop_collection[key]: key "objects\\mechs\\kingcrab\x08ody\\kgc_centre_torso_twist" not found'
Strange all the new models are putting this "x08ody" instead on the older models are putting "Body"

This is coming from Python in Blender
I checked the txt file and not file anything with x08ody.

#1192 baabaa214

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Posted 09 December 2014 - 04:32 PM

it looks like that everything is falling a part with x08ody failure.

I tried adding a \\ from \ in front of body and the model importing but failing to aline.

File "<blender_console>", line 1
bpy.context.object.data.materials.append(objects\mechs\kingcrab\\body\kingcrab_body)

Traceback (most recent call last):
File "<blender_console>", line 1, in <module>
File "F:\Apps\Blender\2.69\scripts\modules\bpy\ops.py", line 188, in __call__
ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.object.mode_set.poll() failed, context is incorrect

#1193 Heffay

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Posted 09 December 2014 - 05:58 PM

View Postbaabaa214, on 09 December 2014 - 04:02 PM, said:

KeyError: 'bpy_prop_collection[key]: key "objects\\mechs\\kingcrab\x08ody\\kgc_centre_torso_twist" not found'
Strange all the new models are putting this "x08ody" instead on the older models are putting "Body"

This is coming from Python in Blender
I checked the txt file and not file anything with x08ody.


Can you try something for me? Rename the "body" folder back to "body" (right click -> rename -> type in body or any other rename procedure you may prefer). There may be some weird ass unicode Canadian "b" that is confusing the compiler. They try the mech importer script again.

The \ vs \\ shouldn't matter, since most scripting engines treat them the same.

Edited by Heffay, 09 December 2014 - 06:00 PM.


#1194 baabaa214

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Posted 09 December 2014 - 06:28 PM

I have found the two errors

\body should be \\body
and data.object line needs to be changed.

What is being created is:
import_scene.obj(filepath="e:\\objects\mechs\kingcrab\body\kgc_centre_torso_twist.obj
needs to be:
import_scene.obj(filepath="e:\\objects\mechs\kingcrab\\body\kgc_centre_torso_twist.obj

What is being created is :
data.objects["objects\mechs\kingcrab\body\kgc_centre_torso_twist"]
needs to be:
data.objects["kgc_centre_torso_twist"]

#1195 baabaa214

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Posted 09 December 2014 - 06:38 PM

tried renaming the directory and still same.
tried creating a new directory and still the same.
tried dragging the directory from the .pak and the same.

There is a possibility that WinX is doing this.
Not sure.

Looked at the old import files and all of them have \\ instead of \

so do not think it is WinX but window is still open and checking.
could be the new powershell.

Edited by baabaa214, 09 December 2014 - 06:41 PM.


#1196 HlynkaCG

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Posted 10 December 2014 - 01:16 AM

Just a heads up. I am able to export individual components of the KGC and view them in blender manually using the current itteration of the neosis plug-in.

ergo what ever the issues are with the new mechs, they should be fixable via python script.

ETA:
My errors have been in materials specifically, but i wa able to import them manually, I could assemble the whole mech by hand if i had the time or patience to do so but I don't atm.

Edited by HlynkaCG, 10 December 2014 - 02:29 AM.


#1197 Gryphorim

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Posted 10 December 2014 - 05:03 AM

I would personally like to see a KGC with a PPC and a Laser fitted in each arm, and an AC10 on the right shoulder mount. Would be as close to a Marauder II as we're likely to get. JJ would be a bonus as well, but honestly, I don't know where you would even begin.

#1198 HlynkaCG

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Posted 10 December 2014 - 05:23 AM

You should make one, all the parts are there

#1199 baabaa214

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Posted 10 December 2014 - 11:39 AM

With the error listed from the other post I was able to export the models.
The strange thing is that neosis put the claws together for each side of the kingcrab.

Took some modifying to break them and get them right.

#1200 Mcgral18

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Posted 10 December 2014 - 03:27 PM

View PostHeffay, on 09 December 2014 - 01:18 AM, said:

The first error... when you modified the script to put in the directory to your mech files, did you accidentally put "." in MWOObjects? And it seems to be going into the tree twice. What did you set $basedir to? My guess is it should be d:\mwoobjects\objects\mechs" and you put in d:\mwo.objects\objects\mechs\nova\body.


Yes, that was the issue. Thank you.

It loaded fine, with just those black textures as issues. I must try and make my Nova U now.





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