[SoF2] Issues with a Character Model -1 reply

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KeNniithhh

Mapper - skinner

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17th March 2007

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#11 7 years ago

The problem with SoF2 is that the .gla and the model are in different folders. The *.glm will be in base/models/characters/average_sleeves and the *.gla will be in base/skeletons/ so I placed the root.xsi and gla in base/skeletons and when I make the glm, I think it will make it in base/skeletons.

Anyways, I've tried the dummy and the stupidtriangle and it seemed to work as I got another error now which I saw pretty much coming:

( force-build mode )

-------- C:\AVSDK\base\models\characters\average_sleeves\average_sleeves -------- entering c:\avsdk\base\models\characters\average_sleeves\average_sleeves.car (90 degree skewing OFF) Loading GLA "skeletons/average_sleeves_mp.gla"...2549 frames Grabbed 1 files with 2549 frames Processing 'c:/avsdk/base/skeletons/root.XSI' Processing meshes, LOD 0 (Mesh empty, so total LODs = 0) Generating average_sleeves.glm ... ( scale: 0.92 ) Writing MDX/GLM model file... Building GLM...

Error: Model has 0 surfaces, but only 1 can be reached by recursing from surface 0 ('') You need to re-hierarchy this model correctly These are the surface(s) not reachable from surface 0...

If I'm right its because I don't have the tags and some other bones. Which is because I used mesh2rdm to get a SMD file out of the original GLM/GLA which corrupted the names. + I'm also using less bones then the original one. (Faceposing and some around the shoulder area) But now I also tried to add the tags from JK3 Skeleton which are again 90% the same and change those to dummies (cause when I use them as they are, I get that previous error again) aswell, and still get the error.

And I forgot to say, SoF2 actually has a Skeleton file in max format but it only has Dummies :/

Spoiler: Show
naamlooseo.jpg

And don't worry about Pakskape, I'm using winrar and it works fine !




Dream Evil

I'm too cool to Post

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31st July 2004

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#12 7 years ago

Well then the /base/skeletons/ folder is where you want to compile, later just drag the .glm to the folder of your choice in /base/models/players/, just have to compile in the folder that has the skeleton so it can be attached to your model.

The tags are supposed to be meshes, they are triangles and should be enveloped to the single closest bone but they are heirarchy linked to the mesh they correspond to.

The names may not be right after importing the tag, like it may be *head when it should be bolt_head. Rename if this is the case replacing the * with bolt_.

Having the skeleton as dummies is fine, many games will use null or dummy objects in place of bones when complex animation isn't needed since the game only needs the transforms, bone size and length is irrelevant.

The error seems to be heirarchy related, you should get modview and set it up for your game if possible, that way you can open a base model and see how the heirarchy is set up.




KeNniithhh

Mapper - skinner

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#13 7 years ago

minilogoguy18;5668841Well then the /base/skeletons/ folder is where you want to compile, later just drag the .glm to the folder of your choice in /base/models/players/, just have to compile in the folder that has the skeleton so it can be attached to your model.[/QUOTE] Yeah I already placed the GLA and XSI in the base/skeleton folder after your last message, but thanks for the confirmation that it should be like that.

minilogoguy18;5668841The tags are supposed to be meshes, they are triangles and should be enveloped to the single closest bone but they are heirarchy linked to the mesh they correspond to.[/QUOTE] Ok just skinned these to the closed bones for 100%

minilogoguy18;5668841The names may not be right after importing the tag, like it may be *head when it should be bolt_head. Rename if this is the case replacing the * with bolt_.

No problems here, I got them from JK3 Skeleton.max which don't use the *

[QUOTE=minilogoguy18;5668841]Having the skeleton as dummies is fine, many games will use null or dummy objects in place of bones when complex animation isn't needed since the game only needs the transforms, bone size and length is irrelevant.

So you're saying that I can use the skeleton they gave with the SDK, align my model to it and skin it? Or is that even possible to skin on dummies... haven't tried yet.

[QUOTE=minilogoguy18;5668841]The error seems to be heirarchy related, you should get modview and set it up for your game if possible, that way you can open a base model and see how the heirarchy is set up.

I just checked the hierarchy again and it looked weird tbh.. the finger parts are all asigned to the hand, not to each finger part and I'm not using all the bones listed there, maybe I should add the unused ones as a dummy then?

Preview of Hierarchy

Spoiler: Show
Bones ->pelvis ---> Pelvis ----->lfemurXY ------->lfemurX ------->ltibia --------->ltalus --------->ltarsal ----->rfemurXY ------->rfemurX ------->rtibia --------->rtalus --------->rtarsal ----->lower_lumbar ------->upper_lumbar --------->thoracic ----------->cervical ----------->cranium ------------->face (not using these) --------------->ceyebrow (not using these) --------------->chin (not using these) --------------->etc... (not using these) ----------->rclavical (don't have this one) ----------->rhumerus ------------->rhumerusX ------------->rradius --------------->rradiusX --------------->rhand ----------------->mc7 ----------------->r_d5_j1 ----------------->r_d5_j2 ----------------->r_d5_j3 ----------------->r_d1_j1 ----------------->r_d1_j2 ----------------->r_d1_j3 ----------------->r_d2_j1 ----------------->r_d2_j2 ----------------->r_d2_j3 ----------------->r_d3_j1 ----------------->r_d3_j2 ----------------->r_d3_j3 ----------------->r_d4_j1 ----------------->r_d4_j2 ----------------->r_d4_j3 ----------------->rhang_tag_bone ----------->lclavical (don't have this one) ------------->lhumerus --------------->lhumerusX --------------->lradius ----------------->lradiusX ----------------->rhand ------------------->mc5 --------------------->l_d5_j1 --------------------->l_d5_j2 --------------------->l_d5_j3 ------------------->l_d1_j1 ------------------->l_d1_j2 ------------------->l_d1_j3 ------------------->l_d2_j1 ------------------->l_d2_j2 ------------------->l_d2_j3 ------------------->l_d3_j1 ------------------->l_d3_j2 ------------------->l_d3_j3 ------------------->l_d4_j1 ------------------->l_d4_j2 ------------------->l_d4_j3 ------------------->lhand_tag_bone

But maan.. I'm so close on giving it up once again :/




ChalklYne

Boats n Hoes XDDD

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20th September 2009

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#14 7 years ago

upload the xsi file lemme see her. ill take a gander see if i can shine some light




KeNniithhh

Mapper - skinner

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#15 7 years ago

Sorry to say but the XSI got pretty banged up since I did all these adjustments. It went from +2mb to 37kb which can't be real...

root.XSI

But I was thinking, if I can get my hands on the perfect SoF2 skeleton, I'd align my model to it and redo it all & maybe even add the current Skin (modifier).

And also start working in an older version of 3dsmax which I'd still have somewhere on a CD (hope its not scratched :/)

EDIT: btw what I actually did is take a pre-rigged model, change the bone names to SoF2's, do the hierarchy but I guess it won't work like this




Dream Evil

I'm too cool to Post

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31st July 2004

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#16 7 years ago

Yeah you definitely need to start by getting the right skeleton.




KeNniithhh

Mapper - skinner

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#17 7 years ago

So do you think the one from the resources would work as skeleton?

Now it would be great if I could copy the Skin so it doesn't have to be done 100% all over, no prob if its 75% or something

Spoiler: Show
naamlooseo.jpg

resources.zip




Silverfang22

Knight Fall Operative

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7th January 2007

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#18 7 years ago

Whoops, I missed the 3ds max logo and I've personally never used those flowcharts and thus assumed it was a different program and my first guess was softimage mod tool. :p




Dream Evil

I'm too cool to Post

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#19 7 years ago

Erm, don't currently have Max installed right now, I'll have to take a look but if it's the skeleton the game uses in it's 'root' pose then that's definitely what you'd want to use.

Don't give up, the first one is always going to be the hardest but once you get it you'll be putting models in game at a rate of 1 a day.

I'm too out of touch with max to know if there is a way to transfer the skin modifier, I use Softimage and it has a property transfer tool that can transfer envelopes in 3 clicks.




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