Putting a Twi'lek head on a Jan model -1 reply

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#1 7 years ago

Hello there!

First of all, I am new to modeling models for JKA, in fact, I have never attempted it before but got an idea a few days ago about putting a Twi'lek head on the Jan model, mainly because the Jan model’s body looks nicer than the Twi'lek's.

I started out fooling around with Milkshape where I thought I was successful when I finally figured out how to import the Alora and Jan model and cut body parts off of them. Then I figured out how to paste Alora’s head onto the Jan model’s body and finally have it exported as a .md3 file to open and convert it back into .glm in MD3View. Excited and all, I thought I had it all working and archived it in a .pk3 file and placed it in my base folder and loaded up the game, just to find out that it was not working – the game would not load my skin and whenever I selected it in game it was replaced by the Kyle model. After examining the programs I figured it had to be the animation’s that was not converted with the model, if you guys know what I mean.

I then got a hold of 3DSMAX 7 and the .glm importer and .xsi exporter plugins and basically tried to do the same as I had just been doing in Milkshape in 3DSMAX instead. (Might be worth mentioning that I had downloaded the Jedi Academy SDK package earlier (the one that includes MD3View, ModView, Assimilate and so on)) After having exported my model as a .xsi file I then opened up Assimilate (and set it up like I was told in this: JK2 / JK3 Character Compiling tutorial) to try to convert it back into a working .glm file to use in game. That did not work. I kept getting the following error message: “Error: Vert (0) on mesh "blah-blah" has no weights”. Not really knowing what to do I loaded up 3DSMAX again and tried following this: Skin Modifier tutorial, which really did not make a lot of sense to me if I am being honest. I do not know if you guys require a picture of my model in 3DSMAX, but here is one anyway:

modelview.jpg

As you can probably see I do not think my model contains any skeleton (or bones?) to rig the “skin” of my model to which I think is what is meant by weighing?

Any help would be greatly appreciated!




Illrian Damaris

Dark Lord of the Sith

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30th September 2010

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#2 7 years ago

[COLOR="Cyan"]What that means, is whatever mesh it's pointing to.. whether that be the l_arm, r_arm, head, torso, et cetera.. You have a vert (those small dots when you go into the Skin Modifier) that isn't weighted to any proper bone.

Save your .max file and send it to me in a PM. I'll get it working, plus take pictures of it so you can see what has to be done the next time you work with this. It's not too hard once you know what you're doing, just the initial getting to know your way around can be.. confusing.[/COLOR]




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#3 7 years ago

I'm sorry to bump my topic, but is there anyone out there willing to point me in the right direction or maybe put together some sort of guide?

I'm not that interested in how to model actual models at the moment, I'm more interested in how to weight body parts correctly. I can't seem to find any help anywhere, and I've looked for ages now. I got the skeleton set up in 3DS Max and imported my mesh, what do I do from here? I'm pretty sure I have to use the skin modifier to somehow rig my mesh to the bones...

Any help is reeeeeally appreciated, I'm starting to pull out my hair here.




AshuraDX

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#4 7 years ago

Skin Wrap Modifier follow this , that way you get the skeleton in a .max file with a rigged example character take a look at this and then return here if you need more information




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#5 7 years ago
AshuraDX;5516634Skin Wrap Modifier follow this , that way you get the skeleton in a .max file with a rigged example character take a look at this and then return here if you need more information

Okay, as described I imported my .GLM and scaled it to the proper size, matching the size of the Kyle mesh thingie. However, I'm not quite sure about what the "Reset Xform" does? I don't know if I did it right but I selected only my imported mesh and clicked the reset xform option, but I'm not sure it did anything although I hope so.

I'm not quite sure either what the skin wrap thing does? Allows me to use the already made weights and apply it to my own mesh? Also, I selected the hips part of my mesh and clicked "add" and selected the hips option of the Kyle mesh as I didn't see any hips_b option. Did I do that right?

How do I remove the Kyle mesh, or is that not needed? It looks kind of weird when the meshes are overlapping each other.




minilogoguy18

kitty dances for rep!

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4th September 2004

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#6 7 years ago

you want to do reset xform to all parts of your model before using the skin wrap modifier to weigh. What it does is puts the objects center at 0,0,0 in world essentially 'reset'. If you don't do this your model will become all skewed in game.

Very important that you do it BEFORE using the skin wrap modifier to weigh the model to the skeleton.




Darth Shiftee

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#7 7 years ago

If you can't figure it out, i'll frankenstein this thing together for you, unless you really want to learn for future projects.




katanamaru

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#8 7 years ago

Is the process (simplified): 1. Import a rigged character 2. Import custom character 3. Attach custom character to fully rigged character 4. Delete original rigged character leaving behind newly rigged model




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#9 7 years ago

This info is absolutely good and I will say will always be helpful if we attempt it risk free.