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Messages - Wammbo

#1
WWMT Questions / Re: Can't import tf2 vmf models.
January 05, 2016, 01:50:00 AM
@telespentry
I want to draw your attention to the "Changelog Side" wehre you can allways see actual Version of WW Tools.
Sometimes it can happen taht WW Tools change Version over night.

Get the side to Favorite is my tip.  :D

http://dev.wallworm.com/topic/33/wwmt_changelog.html#changelog

best regards Wammbo
#2
WWMT Questions / Re: Deform Model Problem
January 04, 2016, 08:14:55 PM
Quote from: wallworm on January 04, 2016, 06:08:59 PM
Technically, all Nodes export as a bone. And all the vertices in that node are implicitly weighted 100% to that bone. You only need to use skin if vertices are not all controlled by the node they belong to or the parent of that node. All of this, whether a skin or not, is skeletal (think of each bone as part of a Skeleton). The Skin modifier is how you control bone weights on vertices.

Complex vertex animations (like morphs and animations not controlled by bone animations ((Bend modifier changes, taper modifier changes, etc)) require flexfiles or DMX flexing. That kind of animation is predominantly for facial animations, but in theory can be applied to anything. I don't know how to control them via entity I/O scripting but you can see the results in HLMV model flexes. If there is entity I/O that controls them, then you could implement directly in scenes; if not, you may need to work with some of the more complex animation tools in Source which are not necessarily user friendly (creating animation scripts and using Faceposer to script your flexes).

Thank you Mr. Olson surely but slowly i receive an impression in conjunction with bones, skeletal, weight etc.

There is one more question i actual have:

Can you define "Nodes" for me please? (Technically i think so...)

As a Node i understand a Box or Teacup i place with the "Create" category inside 3ds max.
I mean that the node is the Model it self or i am rong?


#3
WWMT Questions / Re: Deform Model Problem
January 04, 2016, 04:20:18 PM
Quote from: wallworm on January 04, 2016, 03:14:47 PM
Note it didn't use a skin modifier because you don't need a skin modifier if all the verts in a node are being weighted 100% to that node.

Ahhh.....  okey. like a "permanence"? Wehre can i check the Weighting? Sorry wehn this is a stupid question....


You say every time "bones AND skeletal" for me in my head it's the same, the only difference is:

one bone = bone

multiply bones = skeletal

Thanks a lot Mr. Olson.

best regards Wammbo
#4
WWMT Questions / Re: Deform Model Problem
January 04, 2016, 03:09:16 PM
@wallworm
thanks for this Video i can't belive i didn't watch it before...

@ K@rt
Am realy thankfull for your example K@rt it helps me a lot to understand more the technique of bones (all so called "nodes").
I watched all so this tutorial here to get a sence of bones: https://www.youtube.com/watch?
v=63oHpOItVug
and i think this is realy waht you want to explane to me yea? Also i think i understand waht you mean with the "weighting"
Thanks for your example but i can't open it because i am working with "3ds max 2013"
Am trying to get "2015" hope it will work with taht.




So am i right wehn i say there are 2 ways to get it done?

1. I can accomplish it with Flex-Animation (via VTA / DMX).

2. Or i can attach Bones (or all so called skelatel mesh) to the Model.

I'am realy confused waht technique is the Youtube-Tutorial "Animated Props for Source" ?
Is it just the simplest Animation with out both methods i list in Point 1 and 2 or got that a special Name to this technique?

Thanks in advance.

best reagrds Wammbo
#5
WWMT Questions / Re: Deform Model Problem
January 04, 2016, 12:39:51 AM
Thank you for your fast reply Guys!
I am so pleased for taht help. I will work with this new informations and let you know how it's being going.
#6
Thanks for moving the thread in the right Forum.

Aloha dear WW Community,

I am realy new to all this modeling stuff, but i have several years of experiance in source-engine-mapping. I am actual realy interested to learn how to make animated Models, because you can archive a lot with it. But i have several questions and problem to understand the prosses of it, like to know waht happens in certain actions from animating to exporting in to source.

So here waht i still learned and tested, before somebody says i didn't try anythink by my self before i ask here.

1. I accomplished this tutorial and it works fine for me.
The Video: https://www.youtube.com/watch?v=pxCiL8Io2YE

2. I watched the other Animation tutorial from 2013. It was realy informative for me.
The Video: https://www.youtube.com/watch?v=fY6UF7lB1T4

3. I watch in the documentations and the best Topic that Comes realy close waht i want was this here:
The Documentation i mean: http://dev.wallworm.com/document/76/making_facial_animations.html

4. I also took a look to this here:
https://davewortley.wordpress.com/2013/08/06/lesson-13-its-all-a-matter-of-scale-not-just-for-maxscripters/

Waht i want to accomplish is this here.

you can see it's a simple Box who is bouncing up and down. My question is how can i get it to Source-Engine!? I Keyframe it, but wehn i export it to Source-Engine and watch in the modelviewer i CAN see the Sequence i add BUT nothing happend.

Waht i have done so far:



In the picture you can see  all 3 polys i use with the following Modifier:


Main Model: "Morpher"


Sequence 01: "FFD 3x3x3"


Sequence 02: "FFD 3x3x3"

I add both Sequence-Polys to the "Morpher" and started to AutoKeyFrame it, but wehn i want to Export it and open in modelviewer i see the Sequents but nothing happen wehn i try to Play animation. Maybe am to dump for it.... i need help because i dont know how to get on with it.

I scale the model without Sub/OBJ mode
Yes i know.... Never Scale the model, but why and how can i archive it with out editing all vertex manualy!?
I also know "XForm" is to reset Scaling. Why is normal scaling not allowed for source-engine?
I mean how can i Deform save models in a easy way, because in the Video, also in the documentation is no example or maybe am to dump to read correct tahts a factor too.


I hope my english is not to bad and you can understand waht my Problem is.
Greetings from Germany!

Thanks in advance!

best regards Wammbo
#7
Static Props / Escalator
January 03, 2016, 01:46:00 AM
Aloha WW Community,

archived with WW Pro.









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