Model Implementation Help

Modelling, Textures, Animating and other general engine asset topics.

Model Implementation Help

Postby Puddy on Tue Mar 15, 2011 11:58 pm

fixed
Last edited by Puddy on Wed Mar 23, 2011 2:08 am, edited 3 times in total.
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Re: Combining Mesh1 with UV's with a copy of Mesh1 with anim

Postby Mr. Happy on Wed Mar 16, 2011 1:47 am

If you are using Softimage just merge the scenes, do Get->Property->GATOR with the animated one selected, then add the textured one to the selection (when the console bar goes green), then click the transfer materials/uv's button.

If you are not, then I'm sure there are others that can help. If no one else can help I can try to do it for you, but I don't work with animation so no guarantees about export/compile correctly.

Also BTW, I'm one of your playtesters ;)
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Re: Combining Mesh1 with UV's with a copy of Mesh1 with anim

Postby RotatorSplint on Wed Mar 16, 2011 5:10 am

First of all, I'm going to assume the respective models have been compiled already? If not, you can just open either instance of them and export their respective files, since animation .SMD's contain no UV data (or meshes, for that matter; they don't need any of it). All animation weights are handled in the reference .SMD, while animation .SMD's contain only bone movements, so as long as the rigs between the two instances of the model are identical, you should be peachy-keen.

If they have been compiled into .MDL files already, fret not!

http://developer.valvesoftware.com/wiki/$includemodel

You can compile a reference .SMD with an existing .MDL file and the animation data from that .MDL will be included in the resulting model. Valve did this with all their character models in Half-Life 2. This way, changes to the reference models (UV's, weights, all that jazz) could be made without ever needing to touch the animations they had already set aside. They could also compile those existing animations into a completely new character model they (or you) might wish to create.

I hope this was helpful. Let us know what's up, and good luck with that project!
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Re: Combining Mesh1 with UV's with a copy of Mesh1 with anim

Postby Mr. Happy on Wed Mar 16, 2011 6:21 am

Ooooh that's a good idea!
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Re: Combining Mesh1 with UV's with a copy of Mesh1 with anim

Postby Puddy on Fri Mar 18, 2011 1:52 pm

Thanks for the help guys.

However, I am looking for someone willing to actually do this. It's not a case of lazyness, I just don't have the software nor the knowledge and learning the tools would push the release too far. So, if someone would be willing to take the files, do some magic and get this working let me know! I would be incredibly thankful!
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Re: Combining Mesh1 with UV's with a copy of Mesh1 with anim

Postby marks on Fri Mar 18, 2011 2:20 pm

you didn't give us any information at all.

What format are the models in? Did you compile them to mdl? Are they SMDs? Are they native Max/Maya/Modo/Blender/Silo/WIngs3d/Milkshape3d files?
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Re: Combining Mesh1 with UV's with a copy of Mesh1 with anim

Postby Puddy on Fri Mar 18, 2011 3:08 pm

Sorry sorry! This isn't my domain at all so I forget to mention those details.
The UV-mapped model is available in both maya/3ds format. The animated model, with animations, is in SMD-format.

There is also a qc-file ready. If it is necessary, the animated model is available in compiled form. It's currently used in playtesting betas.
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Re: Combining Mesh1 with UV's with a copy of Mesh1 with anim

Postby marks on Fri Mar 18, 2011 3:22 pm

Open the unwrapped model in 3dsmax. Add an "Unwrap UVW" modifier to it. Select the Unwrap UVW modifier. Click "Save". Save the file. Load the animated version. Add an Unwrap UVW modifier. Click "Load". Load the UVW file you saved from the unwrapped model. Win.
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Re: Combining Mesh1 with UV's with a copy of Mesh1 with anim

Postby Puddy on Fri Mar 18, 2011 3:28 pm

I don't have 3DS Max, but yes, it's possible for me to acquire it.
Last edited by Puddy on Sat Mar 19, 2011 1:41 am, edited 1 time in total.
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Re: Combining Mesh1 with UV's with a copy of Mesh1 with anim

Postby Puddy on Sat Mar 19, 2011 1:39 am

Clearly it isn't that simple marks. There are so many tidbits of knowledge that one fails to account for when proficient with the tool yourself. This becomes especially clear when encountering an error, which I am doing right now.

Sure, if everything happened to align smoothly it would probably be just as easy as you state, but when the process deviates from the path it's really hard to troubleshoot when you don't know shit about the software in general, what certain error messages mean, what checkboxes should be checked when loading...

So, to re-state my request, if anyone has the time to take a look at the files and help me get this implementated I would be reallllly grateful. I want to wrap up the mod ASAP and then start jobhunting as my company is closing shop. I don't want to fit in a Maya/3DS Max education somewhere in the mix... I'm desperate.
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Re: Combining Mesh1 with UV's with a copy of Mesh1 with anim

Postby marks on Sat Mar 19, 2011 11:55 am

I don't want to argue, but it really is that simple. If the model is identical (like you seem to be implying) you literally can just export the UVW coordinates from the unwrapped model, and then import the UVW coords onto your rigged model, export it as the reference SMD and you're golden.
Most people on these forums who use max should be able to do it.
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Re: Combining Mesh1 with UV's with a copy of Mesh1 with anim

Postby Puddy on Sun Mar 20, 2011 8:19 pm

fixed
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