jaysus Posted December 2, 2008 Author Share Posted December 2, 2008 just wanted to let you guys know that the german community is now able to rig and skin... a half descent german tut is around yet too... malo is currently working on a real tut... want proof? go here: test mod Link to comment Share on other sites More sharing options...
jaysus Posted December 3, 2008 Author Share Posted December 3, 2008 i have some new questions to people experienced in skinning (ya im talking to you LH ;) ) 1st - if you have a knee cap or elbow cap part in the armor to which bone do you weight it? or should it be weighted to 2 bones (upper and lower arm)? (as there is no elbow bone)--------cleared--------needs two bones------------- 2nd - if you have parts where the body would be visible... do i need to make a mesh for that part or is there some way to make the original body shine through?---------cleared--------just copy some polies from the body mesh and use these---------- 3rd - if the armor is divided into elements like vanilla items (abdomen and chest for example) how can i prevent the invisibility between those two parts if the body bends? --------cleared--------same as 1------bind the "joint parts"(not joints...parts/elements) to two bones--------------- and 4th - how could i allow the extremeties to get shot off?... atm my armor is just one big left leg and thats not really what i want ;) thx to anyone who can share some knowledge :) new info: the left lower arm part needs to be seperate and placed in the pipboyoff slot Link to comment Share on other sites More sharing options...
LHammonds Posted December 21, 2008 Share Posted December 21, 2008 I just saw this thread. I assume LH = LHammonds? I wouldn't call myself very experienced with rigging as it took me about a month to get the Mandalorian Armor rigged the way I wanted it. Regarding the knee, it depends on how you expect it to move (as with anything you rig) when the bones are bent or twisted. There are many examples of "metal" items bending and curving when animations are played so there is some leeway in regards to how realistic it has to be (we are forced to work with a limited bone structure for performance reasons). If you expect the kneecap piece of armor to bend, then you rig it to both the upper and lower leg bones and properly weight each one where it bends smoothly. If you expect the kneecap armor to remain in the same position as the lower leg bone when bending, you only rig to the lower bone and visa versa for the opposite effect. Completely depends on how you want it to react. Regarding the gibbed limbs, just take a look at the vanilla items. You will see a pattern of named NiTriShapes and some of those seems to be identical to all of them...particularly the "meat" NiTriShapes. LHammonds Link to comment Share on other sites More sharing options...
jaysus Posted December 22, 2008 Author Share Posted December 22, 2008 ay thx for your reply :) as to the kneecaps, actually im looking for somin that behaves like a kneecap itself, meaning that it doesnt bend but stay in the middle between upper and lower leg bone... i could achieve this half way by binding it to both bones but yet it bends a lil of course... as to the limbs getting shot off, malo and growlf are atm the guys with the most knowledge imo but yet they struggle with this particular problem (they use blender, and me max anyway but spread out wisodm is better than none lol)... its not defined by these meatcaps for sure as they are more or less just, as the name suggests, caps... they are the part thats bloody and only gets activated once the limb got shot off... the actual limb is somehow achieved by "partitions"i dunno if i was able to achieve this but i once exported my submarine for the COM mod the wrong way and ended up with the elements of my object being seperate nodes in the exported nifand if you hit "make skin partition" in nifskope (which btw you dont need if you follow my skin tutorial instead of malo's :P) you can choose partition amount and such... more research is needed i guess Link to comment Share on other sites More sharing options...
PrometheusTS Posted December 22, 2008 Share Posted December 22, 2008 So armors cant be placed yet ingame? I was working on new power armours too but if it cant work I guess is wasted time .... Link to comment Share on other sites More sharing options...
jaysus Posted December 22, 2008 Author Share Posted December 22, 2008 they can be placed ingame yet but i think the max exporter is atm not capable of exporting the skinning perfectly... blender seems to work tho as you can see at malos and growlfs releases... mine on the other hand suffer a lil...i made a max skinning tutorial tho (link is at the bottom of my main sticky tutorial ) and it works but there are problems with twist bones and seemingly the pipboy... im still trying to convert the blender results to max and get thee to work but it prolly needs a new exporter to get these 2 probems solved... i had a thread about these problems but it got lost in the dark void of desinterest by the community... :( Link to comment Share on other sites More sharing options...
LHammonds Posted December 23, 2008 Share Posted December 23, 2008 I'm not sure it is really a "disinterest" in the community as it is a "newness" in the community. For example, the tools are still in their infancy and modders are going through the same pains (although somewhat lesser) as those early modders for Oblivion trying to figure things out and document as we go...then later improve upon them. Same for the start of Morrowind modding I assume. I for example, have only JUST finished the main quest without any mods installed. I spent the last couple of days going through the site and trying to find mods I'd like to try out and use for a 2nd go through of the main quest. I am still in the "play and learn" mode with Fallout 3 but now have a real-life home expansion project that just started and will take up the majority of my time for a few months. I reckon that I will go back to Oblivion modding because I still have several mods to churn out to fulfill promises made. Once I catch up, I will probably start looking into doing a mod for Fallout, but then again, if TESV releases, I won't have much interest in Fallout at this point since I am a swords and armor paladin at heart. Only exception is a Star Wars mod. :D LHammonds Link to comment Share on other sites More sharing options...
jaysus Posted December 23, 2008 Author Share Posted December 23, 2008 but you can have swords and shiny armor in fallout :Pi just made some nifty melee weapons during mytrain ride... ;)peronally i dont give a damn if i use a sword or a gun... i like both... fallout just sucked me in with its 30ties sound... somin tes never achieved... what i would love the most would be a beth pirates game... like potc but with modern graphics... with "desinterest" i think i hit the point... people make requests without an ending in sight but people who actually could do any of these things requested i could probably still count out with my fingers... that the pity... i thought dozens of modders would have joined the cause already making models and the like... but instead everyone just played it lol... ts... the tools are actually capable of exactly what they were at the height of oblivion modding xcept for the animation and particle exports which are still being researched... and anyone experienced in oblivion content creation can take up the tutorials yet available and start building... but there is exactly one reply for example for the collision tutorial... one... and the views aint much more... yet i see people everywhere complaining about the lack of ollision export...its there... well maybe we(that means you LH :P) should make a new sticky called "fallout moding tutorials" remove the mini modelling thing (it became more or less the 1ststop for any moding questions and thats not what it is supposed to be) and just add links to ALL known tutorials... including the articles... i guess many wannabe modders are scared by the seemingly crazily chaotic modding way needed to travel... Link to comment Share on other sites More sharing options...
LHammonds Posted December 23, 2008 Share Posted December 23, 2008 The thing is, I don't have the time to keep up with (research / timely maintenance) of a sticky about all the tutorials made so far. If somebody else wanted to do that, I could sticky that thread and they would still be able to maintain it but if I create the thread, the 1st post would only be editable by me. I need others to take over files I have uploaded on Fallout3Nexus (Official Patch, GECK & Blender) but I don't think anyone is going to come knocking for that job. ;) LHammonds Link to comment Share on other sites More sharing options...
jaysus Posted December 24, 2008 Author Share Posted December 24, 2008 lalalalalala... oh look a reindeer... merry xmas... lalalala... did you say somin?... lalalalala :Pwell i can try to keep the modelling thing updated with the info i find but i doubt im responsible enough to do your job in whole ;) Link to comment Share on other sites More sharing options...
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