Author Topic: Regarding character model replacement/conversion  (Read 2387 times)

Offline Villain

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Regarding character model replacement/conversion
« on: June 18, 2008, 12:06:12 PM »
I know it's usually rude to ask such things, but I'm really curious, and am still trying to find my spot in BC modding (And modelling in general). Just how difficult (On a scale of Warp 1 to 9.975) would you say this was? Was it a matter of rigging the bones with certain names? An entire rewrite? As I have an idea that a TAS crew or (To appease the weeaboo's, and because I just think it'd be kinda neat) an animated crew at all (NEW SAFFI) would be pretty neat. Perhaps when somebody has the time, they could contact me regarding this? (Either through PM or email, whichever works best)

Once again, I'm sure I'm being extremely rude and I apologise, repeatedly, but I really want to contribute in any way I can, and I'm getting tired of The Rock at tactical. So please do not take this the wrong way! Thank you in advance, even if I'm declined.


"The design is clearly ancient... Launched hundreds of thousands of years ago."

Quote from: JimmyB76
der-ner-ner-ner-ner ..... der-ner-ner-ner-ner .....
---
Quote from: Rick Sternbach, on the topic of the Galor Class' length
...Probably not, but the number I get(379.6m) could be considered ?original intent,? a term that I think I will be using from now on, and ?canon? be damned.

Offline MLeo

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Re: Regarding character model replacement/conversion
« Reply #1 on: June 18, 2008, 12:20:03 PM »
You mean, from scratch?


I *suppose* (I don't know for sure) that you need to use the skeleton from the SDK on a model with 3DS Max 3.1 with Character Studio 2.2, and then you can animate using the skeleton only, the animations themselves are applied in game to the model, but it needs the skeleton.
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Offline Villain

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Re: Regarding character model replacement/conversion
« Reply #2 on: June 18, 2008, 12:30:48 PM »
You mean, from scratch?


I *suppose* (I don't know for sure) that you need to use the skeleton from the SDK on a model with 3DS Max 3.1 with Character Studio 2.2, and then you can animate using the skeleton only, the animations themselves are applied in game to the model, but it needs the skeleton.

That... Sounds surprisingly easy... But it can't possibly be that simple... Can it? I started playing with skeletons and animation recently, and even if it's longer and boring (IMO) compared to actually modelling, it's not obscenely hard. All I need is Max... :lol:


"The design is clearly ancient... Launched hundreds of thousands of years ago."

Quote from: JimmyB76
der-ner-ner-ner-ner ..... der-ner-ner-ner-ner .....
---
Quote from: Rick Sternbach, on the topic of the Galor Class' length
...Probably not, but the number I get(379.6m) could be considered ?original intent,? a term that I think I will be using from now on, and ?canon? be damned.

Offline MLeo

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Re: Regarding character model replacement/conversion
« Reply #3 on: June 18, 2008, 12:51:21 PM »
I believe I've heard Mark and Legacy say similar things, about the long and boring part.


I do think there are some tricky parts, which I don't know, I'm merely a scripter.
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Offline Legacy

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Re: Regarding character model replacement/conversion
« Reply #4 on: June 23, 2008, 08:32:40 AM »
I know it's usually rude to ask such things, but I'm really curious, and am still trying to find my spot in BC modding (And modelling in general). Just how difficult (On a scale of Warp 1 to 9.975) would you say this was? Was it a matter of rigging the bones with certain names? An entire rewrite? As I have an idea that a TAS crew or (To appease the weeaboo's, and because I just think it'd be kinda neat) an animated crew at all (NEW SAFFI) would be pretty neat. Perhaps when somebody has the time, they could contact me regarding this? (Either through PM or email, whichever works best)

Once again, I'm sure I'm being extremely rude and I apologise, repeatedly, but I really want to contribute in any way I can, and I'm getting tired of The Rock at tactical. So please do not take this the wrong way! Thank you in advance, even if I'm declined.

It depends on the scale (from 0 to 10) of your skills.
To me it?s a work of 2-3 hours at maximum.
For someone that are not familiar to max or to character studio a nightmare of weeks.

Mleo is right, the exporter and the basic skeletons are at the sdk, and as long as you have max 3, you should have the right character studio to use and export.

Offline Villain

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Re: Regarding character model replacement/conversion
« Reply #5 on: June 24, 2008, 10:44:45 AM »
I know it's usually rude to ask such things, but I'm really curious, and am still trying to find my spot in BC modding (And modelling in general). Just how difficult (On a scale of Warp 1 to 9.975) would you say this was? Was it a matter of rigging the bones with certain names? An entire rewrite? As I have an idea that a TAS crew or (To appease the weeaboo's, and because I just think it'd be kinda neat) an animated crew at all (NEW SAFFI) would be pretty neat. Perhaps when somebody has the time, they could contact me regarding this? (Either through PM or email, whichever works best)

Once again, I'm sure I'm being extremely rude and I apologise, repeatedly, but I really want to contribute in any way I can, and I'm getting tired of The Rock at tactical. So please do not take this the wrong way! Thank you in advance, even if I'm declined.

It depends on the scale (from 0 to 10) of your skills.
To me it?s a work of 2-3 hours at maximum.
For someone that are not familiar to max or to character studio a nightmare of weeks.

Mleo is right, the exporter and the basic skeletons are at the sdk, and as long as you have max 3, you should have the right character studio to use and export.

Argh, I guess it's time I started saving for.. Wait? Max 3? That wouldn't even be purchasable anymore, would it?  :argh:


"The design is clearly ancient... Launched hundreds of thousands of years ago."

Quote from: JimmyB76
der-ner-ner-ner-ner ..... der-ner-ner-ner-ner .....
---
Quote from: Rick Sternbach, on the topic of the Galor Class' length
...Probably not, but the number I get(379.6m) could be considered ?original intent,? a term that I think I will be using from now on, and ?canon? be damned.

Offline Legacy

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Re: Regarding character model replacement/conversion
« Reply #6 on: July 11, 2008, 08:32:27 AM »
Doubtfull... you can try nifskope, but i lost track on what it does about 5 versions ago.