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#1921
Posted 20 June 2016 - 01:40 PM
It has been a chore just making the switch from Max to blender.... still not as proficient as I was in Max, but getting there.
#1922
Posted 20 June 2016 - 06:37 PM
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#1923
Posted 21 June 2016 - 04:40 AM
TheSkiDog, on 20 June 2016 - 01:40 PM, said:
It has been a chore just making the switch from Max to blender.... still not as proficient as I was in Max, but getting there.
If I knew Max I could make a mech-importer script for it. I'm assuming there is robust scripting support for Max? If you have any scripting skills, it may be something you'll want to look into. The mech-importer.ps1 script has basically all the steps you need to do; you just need to find the Max equivalent of those commands.
In fact the Blender script is a bit dumb because it outputs a text file of python commands to run in Blender. I really should make a Blender add-on you can just point to the right directory and it'll handle everything within the program. That's the proper way of doing it.
If anyone wants to help me Blenderfy mech importer (and asset importer), let me know. We can go offline and discuss what needs to happen. Basic python scripting skills and a passing knowledge of Blender is required. If you're learning python through Udemy or code academy, that may be good enough as well.
#1924
Posted 21 June 2016 - 04:52 PM
TheSkiDog, on 20 June 2016 - 01:40 PM, said:
It has been a chore just making the switch from Max to blender.... still not as proficient as I was in Max, but getting there.
You could export the mech from Blender as FBX and load it on Max, like what I do. Saves me the hassle of having to learn another program.
#1925
Posted 21 June 2016 - 06:01 PM
Using the CGF converter and the importer (with LoDs removed) causes the torso bit to be 90 degrees off (along with some other parts like the shoulder)
#1926
Posted 21 June 2016 - 07:20 PM
However, it seems every joint is strung out a bit
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Evident at the Ankle and Knee (but also Elbow from the front)
#1927
Posted 22 June 2016 - 07:02 AM
#1928
Posted 22 June 2016 - 11:16 AM
tried to import the mad dog to blender - at first glance no problems with the joints per se, but it still has the "upright" leg position
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do you guys know how I get them into the exact position as in game?
edit 1:
does this look right to you: (upper legs: -25°, lower legs +30°, foot -5°)
edit 2:
prior picture deleted
I think i have found the correct angle: upper legs -15°, lower legs 25°, foot -10°
can anyone confirm?
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(used the ortho shot from patch notes to verify, but would appreciate if anyone could "proof read" my findings)
Edited by Iacov, 22 June 2016 - 12:27 PM.
#1929
Posted 23 June 2016 - 12:23 AM
can anyone check if the scales between 'mechs are updated, or if that's an in-game implementation like the stances?
in an unrelated question, does anyone have any problems opening the normal dds files (*mech*_*part*_ddn.dds)? I used to be able to open them in photoshop cc 2015 (with the relevant plugin) but I currently do not have access to that version (using CS3 at home) and this version would not open the normal maps.
Edited by Volt, 23 June 2016 - 12:31 AM.
#1930
Posted 25 June 2016 - 02:07 PM
When I open Noesis and browse to the mech's body directory, Noesis sees the DDS and OBJ files as "Known Formats," but when I tell it to look for "all formats" to select the CHR file and then File>Export, I get the attached error.
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#1931
Posted 25 June 2016 - 03:35 PM
Replaced that, and the 90 degree torso stopped, and joints went in alright
Size comparisons also check out
#1932
Posted 26 June 2016 - 07:54 PM
QuantumPolagnus, on 25 June 2016 - 02:07 PM, said:
When I open Noesis and browse to the mech's body directory, Noesis sees the DDS and OBJ files as "Known Formats," but when I tell it to look for "all formats" to select the CHR file and then File>Export, I get the attached error.
Use my cgf-converter program instead. It works a lot better and creates better geometry. There is a link and some basic instructions in the original post.
#1933
Posted 01 July 2016 - 02:59 AM
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These machines are huge if you go off the cockpit scale!
Edited by mad kat, 01 July 2016 - 03:00 AM.
#1934
#1936
Posted 11 July 2016 - 05:56 AM
The machine is not on an I Gerber connection, some probably missing the libraries needed to run this.
Any ideas on what you darkest I might need??
#1937
Posted 11 July 2016 - 06:11 AM
#1938
Posted 11 July 2016 - 07:38 AM
#1940
Posted 11 July 2016 - 05:03 PM
Whew! Just finished reading all 98 pages of this thread...I think it was at 96 when I started.
First off...Wow, Heffay, just wow... You have been helping people out with this thread for almost 4 years. Your tutorial videos work great (as long as you don't try starting right away after the first one), and the mech-importer works like a charm as well.
I started messing around with Blender about a week before I found this thread, so I'm still kind of muddling through, but I've managed to get some mechs imported, rigged, and materials put on. I am using Andreas80's "MWO_Camo" (versions 2 and 3) and was curious if there is a simple method of adding things like decals without screwing up what I've already done. I'm going to do some experimenting, but I anticipate burning out my CTRL+Z keys before I figure it out on my own. Any advice from you artists out there would be greatly appreciated.
Oh, and honorable mention goes to Rawyn for dumbing the process down.
(If I got the poster for the node layout wrong, I apologize, and I do thank you for posting that)
Thanks.
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