Uh, Maestro, I haven't received that script yet. Can you please send it to me? I would really enjoy to help you so I can fulfill some stuff in my life D:
[QUOTE=Kelsuis;34454989]photobomb incoming.[/QUOTE]
On the TF2 Mod Emporium it's ok to post high res pictures °3°
Impressed how you get to work the original faceposing (in fact, i never tried it, since you lost it when you have to re-rig the model).
Novax, i was busy the weekend, i´ll send you now the tools.
About the models, i think that i´ll back work in it soon.
[QUOTE=Maestro Fenix;34462191]Impressed how you get to work the original faceposing (in fact, i never tried it, since you lost it when you have to re-rig the model).[/QUOTE]
When I imported the model into 3DS max, the morph modifiers were still there, I just had to make a vta file (I've worked on facial animations before so it's easy. But long.)
[QUOTE=Deity Link;34463525]When I imported the model into 3DS max, the morph modifiers were still there, I just had to make a vta file (I've worked on facial animations before so it's easy. But long.)[/QUOTE]
But the ragdoll works fine? the legs has "red/orange" bones that i cant move.
Nice work man! Are you rigging them to valve bones? because my fanbase is demanding a huge touhou survivors pack on l4d maps, and i wanna know if it'll be easy to rerig her
I managed to get most of the models in that site into .smd format, so i'm gonna try porting them to source as well. I don't really have a whole lot of experience with face posing, and i think i'm gonna need to make gmod versions and l4d2 versions
Suwako's done and she's in l4d2, i'm gonna rerig her so she can be an NPC, may or may not be able to do faceposing. you can hex her for now if you don't want to wait.
[QUOTE=Maestro Fenix;34477532]But the ragdoll works fine? the legs has "red/orange" bones that i cant move.[/QUOTE]
Oh right, I had to make new leg bones too. I deleted a bunch of useless bones when I imported the model.
°3°
[QUOTE=1337gamer15;34489308]Nice work man! Are you rigging them to valve bones? because my fanbase is demanding a huge touhou survivors pack on l4d maps, and i wanna know if it'll be easy to rerig her[/QUOTE]
only the hand and finger bones need to be named like Valve's for the finger poser tool to be working.
[QUOTE=Deity Link;34510673]Oh right, I had to make new leg bones too. I deleted a bunch of useless bones when I imported the model.[/QUOTE]
Wait, but deleting the bone legs forces you re-rigging the model, and when you doing that, the faceposing stop working.
How goes the progress on remillia? I'm gonna need her for part 2 of my l4d2 touhou survivors mod, and I will also make her into a player model to save you the trouble. Are you able to give me a WIP realease?
does anyone have the latest Win100% models? there impossible to find, and most people go berserk on you for asking.
Hello there mariokart64n. Have no idea what you mean by 100% models. I would help if you gave me more information on it. Though what does that have to with touhou models. Also, working on getting a new computer so I can help the touhou front better.
What do you mean with Win100% models?
They're basicly mmd models you get from this one magazine called "windows 100%"(i think that's what it's called) and usually you can buy it at either amazon or somewhere in japan. And i'm also pretty sure that there no touhou models in the 3 issues they released so far.
[QUOTE=Maestro Fenix;34510974]Wait, but deleting the bone legs forces you re-rigging the model, and when you doing that, the faceposing stop working.[/QUOTE]
Do you even know how flex animations work? :/
[editline]8th February 2012[/editline]
[QUOTE=1337gamer15;34538137]How goes the progress on remillia? I'm gonna need her for part 2 of my l4d2 touhou survivors mod, and I will also make her into a player model to save you the trouble. Are you able to give me a WIP realease?[/QUOTE]
Given how glitchy are her eyes, you better wait until I fix that at least.
I'll get to it after my daily Dota 2 weapon for TF2.
I'll be helping soon. I have a desire to create it so that "you are" Remilia. Complicated to say, but I believe it can be done. If either of you want to email me, PM me and I'll gladly share. Hope things are going well for the both of you.
[QUOTE=Deity Link;34601438]Do you even know how flex animations work? :/[/QUOTE]
Not of all, that´s is taking long. The process is just that, changing the bones of the legs? If it is, maybe i can make an experiment.
About the eyes, look in the qc file about the Y axis, it tends to be glitchy there.
converting these models to simple ragdolls would be pretty easy I would think. I wroteup that maxscript it'll import the main mesh, the collision, and the morph targets.
all you have to do from that point is highlight the main mesh export as for reference.smd then highlight the collision model as your physics model. then export the morph targets if you want and rename the fingers.. type up a simple QC, compile and PROFIT!
[QUOTE=Sarah;34629474]converting these models to simple ragdolls would be pretty easy I would think. I wroteup that maxscript it'll import the main mesh, the collision, and the morph targets.
all you have to do from that point is highlight the main mesh export as for reference.smd then highlight the collision model as your physics model. then export the morph targets if you want and rename the fingers.. type up a simple QC, compile and PROFIT![/QUOTE]
You forgot that part about redoing all the eyeballs. That is, if you want your ragdolls to look elsewhere than forward.
I'm going to finish fixing the eyeballs right now. Once they work, I'll release my source files so someone can polish the jiggle bone rigging (right now her dress looks a bit awkward when moving because each vertice is rigged to a single bone while it should be equalized between nearby bones) and whatever I've left wrong.
edit: what the hell, Remilia still doesn't react to the eye poser tool, however I spawned a Female_01 ragdoll, and when using the eye poser on her, BOTH LOOKED STRAIGHT AT ME. In short, Remilia reacts to the Eye Poser when it's used on another ragdoll o_o
How am I supposed to fix that? No, how did I made that in the first place?
edit: I removed the female model, and spawned a raving rabbid instead. Same thing happens, Remilia only looks at me when I use the eye poser on the rabbid.
edit: I spawned two more rabbids, and noticed an interesting property: Remilia reacts only to interaction with the rabbid that is the closest to her. Using Eye Poser on the farthest rabbid won't make are ract, but dragging that same rabbid closer and using Eye Poser on it makes her look at me.
So I'm on gm_flatgrass with derpy Remilia and 3 rabing rabbits. I think I'm going crazy.
[editline]10th February 2012[/editline]
I think I get it, Remilia's eyes seem to rig themselves to the rabbid's bone instead of her own. When I grab the rabbid and start to rotate it, her eyes start moving like crazy. This is way too creepy
[editline]10th February 2012[/editline]
I need something to kill my stress, I'm putting thrusters on every single of Remilia's limbs, including her wings, and I'm setting them on. Watching her flying through the map like a cartoon character is actually quite amusing.
[editline]10th February 2012[/editline]
oh, I think I get it finally, the model has bones but no "attachments". I need to make the "Eyes" attachment.
[editline]10th February 2012[/editline]
FINALLY REMILIA YOU LOOK AT ME, YOU ARE NOW PERFECT!!
Or is she?
[img]http://cloud.steampowered.com/ugc/487749894552283461/AEC0AECE9D21965E85B27D17CB032243630D6111/[/img]
Well, my job here is done, here are the model file for those who want to experiment with my work:
[url=http://dl.dropbox.com/u/33846352/Remilia%20ragdoll.zip]Extract in the addon folder[/url]
And here are the source files for those who want to improve it. (and I hope some will, she needs a better collision model first), and also someone to fix her "wing retract" and "hat retract" flexes:
[url=http://dl.dropbox.com/u/33846352/Remilia%20ragdoll%20-%20Source.zip]Including SMDs, QC, VTA, the textures in BMP and TGA format, and two Readme.[/url]
I am Deity Link, and this has been a pleasure!
Surprised how a guy in less of a week made more than me in all of a year.
Also, you had to redone the eyeballs? the actual prototypes that i have working eyes (Reisen, Flandre, Suika) have the default "curved" plane.
(If you think it carefully, 2/3 of the time expended was with the old system of the .X format, until the maxscript of MarioKart64n appeared. Apart that i´m focused on making the playermodels, not the ragdolls).
You know what? I gonna do all the ragdolls first.
[QUOTE=Maestro Fenix;34639529]Also, you had to redone the eyeballs?[/QUOTE]
When I imported the model in 3DS Max, the eyes were hollow and the Iris was made from polygons, rigged to a bone (one per eye). I removed both and added two half-spheres instead that I made into eyeballs using the common procedure for other Valve models.
So if you look at remilia in Model Viewer, she will always look toward you when you rotate her.
[img]http://dl.dropbox.com/u/33846352/REMIRYA.jpg[/img]
But the most exhausting part of importing the model was definitely applying the texture materials to the correct meshes. I had to create new materials that you can find in the materialsrc folder (for example, w.bmp is the black texture for the wings) Thinking about it now, I've since found a way that would have saved me a lot of time. I'm learning 3DS Max each time I use it.
[editline]11th February 2012[/editline]
Also here, [url=http://www.youtube.com/watch?v=ubFAoEw1Gy4]have a video of the ragdoll in action[/url]
Congratulatuons on your work deity. I really apologize for not being able to help out yet. I have a plan to make a first person view of being Remilia. Don't know how this will turn out as I can't do anything yet, which is depressing.
[QUOTE=Novax;34641500]Congratulatuons on your work deity. I really apologize for not being able to help out yet. I have a plan to make a first person view of being Remilia. Don't know how this will turn out as I can't do anything yet, which is depressing.[/QUOTE]
Isn't first person view depending entirely of the weapon you're holding?
[editline]11th February 2012[/editline]
Which makes me think, we really need to get a hold of C_mell. I think I'll make a short animation of the Remilia model in my Scarlet Devil Mansion drinking tea or something like that. I need to convince him of all the possibilities we have with his/her model in gmod.
Well, the goal was to make "weapons" that simulated attacks and emotions. Basically the goal is to feel as though YOU are Remilia. I know a tough goal, but something I wish to do.
Glad to see this is still being worked on and that it is making great progress.
There seems to a problem with one of Remi's fingers.
[IMG]http://i391.photobucket.com/albums/oo354/Nu-Senpai/G-mod/gm_grassland0006.jpg[/IMG]
Moving her pointing finger causes part of her arm to stretch with it.
needs a self illumination material tweak. I forget how to do it, its just a command you add in the VMT, you could also add shell in 3dsmax invert and add a black material to fake the black outline.
the eye issues seem like a pain, but all you have to do is draw a sphere and project the old eyeball onto the new eyeball using texture baking.
[QUOTE=Nu-San;34643958]There seems to a problem with one of Remi's fingers.
[IMG]http://i391.photobucket.com/albums/oo354/Nu-Senpai/G-mod/gm_grassland0006.jpg[/IMG]
Moving her pointing finger causes part of her arm to stretch with it.[/QUOTE]
that's a weighting problem, i could fix that
[QUOTE=Deity Link;34639877]
But the most exhausting part of importing the model was definitely applying the texture materials to the correct meshes. I had to create new materials that you can find in the materialsrc folder (for example, w.bmp is the black texture for the wings) Thinking about it now, I've since found a way that would have saved me a lot of time. I'm learning 3DS Max each time I use it.[/QUOTE]
A lot of time? man, just create a 1x1 texture of the colour needed. It works.
About the self-illumination, you refer to the command $selfium, mariokart64n?
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