The Matrix Unleashed - Need Rigging Help -1 reply

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I didn't make it!

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#1 11 years ago

hello everyone,

i have been modelling characters, weapons, and vehicles for the matrix unleashed mod, but i am not able to rig or weight them and get them ingame. i am fluent in maya, and i know how to rig and weight within it, but the information does not follow the geometry into max, meaning that we cannot get the information into carcass to compile it.

this mod has made great progress, but it cannot go much further without someone who is able to rig the characters i've made. i have already modelled and textured 6 of them, and the only need to be rigged and weighted. if there is anyone who has this skill, your help would be greatly appreciated. if you are interested, please contact us at:

DL - [email]m_oco2@yahoo.com[/email] SMoKE - [email]th_smoke@gmail.com[/email]

thank you.




SMoKE_89

Take a byte of your Apple

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6th November 2005

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#2 11 years ago

Yea, everyone, we are in baaad need of help, or we'll be stuck for a very long time. I should add that we also need voice actors, to do the different characters' voices in taunts, jump sounds, pain sounds and so on. Also, DL doesn't actually enjoy texturing people, so if there are anyone out there willing to help on this, that would be great! And last, but not least, the mod needs to be put together, by a C programmer familiar with the JKA SDK, so, well.. Like DL said, please contact us! and my e-mail is [EMAIL="thsmoke@gmail.com"]thsmoke@gmail.com[/EMAIL] *




Noen_Garuth

Shin-Ra Executive

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2nd June 2003

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#3 11 years ago

Getting Models into JKA using Maya with Max as a translator? Now you're in my ballpark! I can help there as that's what i did for The Turks....

ATM I'm too busy to actualy do anything myself tho i can explain to you how to successfully get you're weighed characters from Maya to Max and so forth...meaning....Its Tutorial Time!

First I use Maya 8.0 and 3dsMax 8 aslo for this you will need the most RECENT versions of the .FBX plugins for BOTH Maya and Max. I've also been using a .XSI exporter for max i found on some site that works very well, so if you have any problems with that part let me know and ill send you it.

now Step 1. I'm assuming you have your character Weighed to the JK Skeleton and the Hierarchy has been setup ect. Basicly Everything needed for it to work ingame has been done. Now you Export All the Scene to a .FBX.

Make Sure the Setting for fbx are like this

fbxsettings6ju.jpg

also note that the only Error that should appear after its exported is one about 'Animation Curve Tangent' (this one doesn't affect the model in any way so ignore it) Tho if you have any other errors then you need to either make sure you Delete all Non-Deformer History on the model or you have split vertices' somewhere that the plugin disagrees with and you'll have to merge them.

Step 2. Now that you've got your .fbx, open up 3dsmax and Import the file, it will show a dialgue box with some errors but as long as your model and the skeleton show up in the scene they are of no concern.

Now you Just Export All the Scene to .XSI and its all ready to be compiled by Assimilate!

Hope i could be of Help and if you have any questions or something doesn't go right, My MSN is [email]general_slavik@hotmail.com[/email]




SMoKE_89

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6th November 2005

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#4 11 years ago

Aiiiii, thankzzz a LOT man, hopefully we'll be able to put this into good use, though DL is working on Mac, not PC, but do you know if Maya exports properly between those two? Or if there's a good exporter for the Mac Maya, or something.. My Max is running on PC




minilogoguy18

kitty dances for rep!

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4th September 2004

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#5 11 years ago

itll still export to .fbx since its an Alias format that comes with the program, youll just have to get the .fbx importer for max from the autodesk website.