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Messages - grayback

#1
WWMT Questions / Re: Question about bones
June 10, 2013, 02:14:33 PM
Excellent thank you for the response!

There are indeed some empty keyframes on the bones because of the biped. It was an animated biped that i turned into figure mode so that it would export from the origin of the scene.
For the weighting, it is just a fast skin i put without touching it so it's messed up from the start :)
Are you saying it's even more messed up inside source?

How did you get the bones to export aligned with the mesh?
A strange thing is that once the biped is back from the fbx file, the bones are now helpers. Do you think that could be part of the problem?

My goal is to get the character to export properly, and after that import the multiple animations inside Source filmmaker for each shot.
Here is the original project that we are trying to transfer over to Source FilmMaker : https://www.youtube.com/watch?v=luDR-dyCGbs
(The framerate is problematic in this old render, we didn't have enough budget so we cut on render times, so we need to render it again, long story short, we want to use SFM to save on the render times.)

Thank you!
#2
WWMT Questions / Re: Question about bones
June 06, 2013, 11:16:56 AM

The problem occurs once it has been exported into an fbx and back to 3dsmax.

I understand for biped, and i'm not suprised it's causing problem for the exporter.  :P
I tried doing a custom rig with my own bones for my character and linking it to the biped with no success, the strangeness of biped infected my rig once in source engine.
Before linking it to biped though, everything is fine in source engine.

For my needs, i am constrained because i have to keep the animations, that where done with biped and export them to source.
That's why biped is in my way, otherwise, i would make a clean rig for export.

I tried the rotate origin on my imported fbx but it causes the rig to be rotated 90 degrees to the side, and it also seems to change the position of the hands relative to the root bone.

I hope my explanations are clear enough to understand, please do not hesitate for clarifications,


Much thanks to you
#3
WWMT Questions / Re: Question about bones
June 06, 2013, 10:53:05 AM
A little update,
I found the ressources needed to export my model into source engine, but a weird thing is that the rig is flipped verticaly, and has a small offset.
I applied a reset Xform to the model, with a fresh skin, the model is at 0,0,0 coordinates, and so is the root of the rig, using the settings mentioned earlier in this thread :
''Turn OFF the Use Local Origin option. Also, Turn OFF the Rotate Origin.''

I also found out that when i tried using the biped to export my character, it did some pretty wacky results in the source engine. (wrong scale on some bones, wrong positions and rotation.)
So as a work around i export my biped rig with the character into the fbx format, so they would become regular bones and use the wallworm tool from there.

Thanks!

Edit : here is the .max file
http://www.fileconvoy.com/dfl.php?id=gd6186ef0839f7f46999302929b431e4ba3d2e8b2c
#4
WWMT Questions / Re: Question about bones
June 03, 2013, 05:50:00 PM
Excellent!
#5
WWMT Questions / Re: Question about bones
May 31, 2013, 06:23:53 PM
Hello, I have the same problem, even with the reset Xform applied. I'm using a model that is supposed to be export and run for Source (can't recall the name of the game it was made for).
I will attach it here.

http://www.fileconvoy.com/dfl.php?id=ga9df5c74ed402dd4999299070af77be130ac21f12

Also, i have difficulty knowing what the exact steps or how to proceed to get my animated model into source, are there any special steps to do compared to a regular model export, only with staticprop turned off? I have to add the root of the biped? (i know it is mentioned but i just want to be sure)

Just a bit of info to know where your time is going : We are a small team of 3D artists working on 3D shorts and other byproducts, and we think that filmmaker is going to be great for this. :)

Thanks a million, during next week I will be very present to give you some feedback on the problem as much as you need.
:)
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