#501
Posted 20 September 2013 - 07:21 AM
I spent ages getting this to work, and had it rendering pretty pictures... There was just a few things to tweak... Finally, I managed to get the textures mapping in line (they were all off by just a tiiiny bit on the cockpit), so I hit render.
Um... Perfect!?
Kinda annoying, because I spent hours on this... but also freaking hilarious.
Even restarting from scratch I can't get anything to render non-pink.
Congratulations to those of you who managed to make this work.
#502
Posted 20 September 2013 - 07:38 AM
Zatnik, on 20 September 2013 - 07:21 AM, said:
Finally, I managed to get the textures mapping in line (they were all off by just a tiiiny bit on the cockpit), so I hit render.
This is because the static model for the CPLT isn't the one we see used in game, that'll be why the texture used for the in game model doesn't match up with it, if you notice the cockpit is really fat on that CPLT. The in game one is much thinner.
You could have just assembled the torso from the CGA files, all the pivots are correct if converted right, so just import it and all the pieces will be in the correct place, no fiddling around or assembly required.
Edited by Ghogiel, 20 September 2013 - 07:38 AM.
#503
Posted 20 September 2013 - 07:51 AM
Zatnik, on 20 September 2013 - 07:21 AM, said:
I spent ages getting this to work, and had it rendering pretty pictures... There was just a few things to tweak... Finally, I managed to get the textures mapping in line (they were all off by just a tiiiny bit on the cockpit), so I hit render.
I see absolutely nothing wrong with the render. If I had that camo option for my Cat, I'd definitely be using something like that.
The pink means that the renderer was unable to find the texture you had assigned to the model. Double check the nodes where you assign the textures to make sure they are all properly set up. You might want to unassign the texture files and reassign them to make sure that it's looking at the right place.
Ghogiel, on 20 September 2013 - 07:38 AM, said:
I think it looks all fat because he's in perspective mode, not ortho.
#506
Posted 20 September 2013 - 10:24 AM
Ghogiel, on 20 September 2013 - 07:38 AM, said:
You could have just assembled the torso from the CGA files, all the pivots are correct if converted right, so just import it and all the pieces will be in the correct place, no fiddling around or assembly required.
I see, I see! Now I know why the cockpit didn't fit. Maybe it's a two-seater >_>
Heffay, on 20 September 2013 - 07:51 AM, said:
I see absolutely nothing wrong with the render. If I had that camo option for my Cat, I'd definitely be using something like that.
The pink means that the renderer was unable to find the texture you had assigned to the model. Double check the nodes where you assign the textures to make sure they are all properly set up. You might want to unassign the texture files and reassign them to make sure that it's looking at the right place.
I think it looks all fat because he's in perspective mode, not ortho.
I use Ortho for editing, and perspective for prettiness.
Ghogiel, on 20 September 2013 - 08:14 AM, said:
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Heffay, thanks, that information means I can stop searching for some secret turn-everything-pink option. I tried everything with the textures, and eventually gave up. I went back a few hours later and it's ... working fine. No idea why.
Thanks for the help!
-Zatnik is-a-girl =)
#507
Posted 07 October 2013 - 09:14 PM
IT'S A SURPRISE!!! Stay tuned....
#510
Posted 08 October 2013 - 12:05 PM
Heffay, on 08 October 2013 - 12:01 PM, said:
I should have done it first though, but there aren't a lot of good tracking points.
Looks like a 2D track, so you just need a few.. but ya, it's always tempting to do the fun stuff first.
#511
Posted 08 October 2013 - 05:40 PM
Valcrow, on 08 October 2013 - 12:05 PM, said:
Looks like a 2D track, so you just need a few.. but ya, it's always tempting to do the fun stuff first.
Yah. Heck, they don't even need to be that accurate. Just enough to shake the camera around.
I need to get the workflow for that set though, because I'm going to have to do it a dozen more times anyway. Workflows are good. Here's my workflow for rigging a mech; I updated it when I did the Centurion, because I had a few bugs in the earlier on. I used to rewatch the whole freaking rigging video at cgcookie.com every time I wanted to redo it, and just skipped to the parts where I was having problems. This is so much easier!
Rigging a Mech workflow:
#512
Posted 08 October 2013 - 11:51 PM
#513
Posted 09 October 2013 - 05:06 AM
Tekadept, on 08 October 2013 - 11:51 PM, said:
Hmm... I did not know that, although I do remember seeing the armatures before (mechanic and catapult, if memory serves). I'm trying to import the spider .chr file by exporting it in Noesis to .obj file, but all it brings in is a triangle shape and no rig.
How were you able to do this? And I see in a chrparams file that there are a bunch of animations associated with it. Any luck importing those into Blender?
#514
Posted 10 October 2013 - 08:11 AM
Thanks to sentinel for the motivation and tips!
#515
Posted 10 October 2013 - 04:00 PM
You gonna paint it?
#516
Posted 10 October 2013 - 04:31 PM
I'm no painter, but after seeing that jenner of yours I think I might have to give it a try.
#517
Posted 17 October 2013 - 03:25 AM
Heffay, on 09 October 2013 - 05:06 AM, said:
Hmm... I did not know that, although I do remember seeing the armatures before (mechanic and catapult, if memory serves). I'm trying to import the spider .chr file by exporting it in Noesis to .obj file, but all it brings in is a triangle shape and no rig.
How were you able to do this? And I see in a chrparams file that there are a bunch of animations associated with it. Any luck importing those into Blender?
I did a quick vid of part of me importing the shadowhawk files in, at the end I do the skeleton hopefully that helps you.
I havent got the animations in directly, but in cryengine SDK i export the animations to HTR file, then i do a script to do the animation in blender manually. it works pretty decent, I cant find a way to import the HTR file directly into blender though.
#518
Posted 18 October 2013 - 04:44 AM
Thank you everyone who has participated in this thread.
#519
Posted 18 October 2013 - 05:25 AM
I don't like the bone structure that they have, but I guess if I ever want to use their animations, I better get used to it.
#520
Posted 18 October 2013 - 05:50 AM
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