• The Facepunch Model Ports and Hacks Thread V4 - STILL NOT A REQUEST THREAD
    5,001 replies, posted
A lot of this terminology is lost on me. I assume weighting to the bone is assigning the mesh to the bones so that when the bones are rotated, the correct segments of the mesh go along with it? [QUOTE=episoder;49792732]the scale and proportions are limited. that gotta align. means the bones gotta have the relatively same length and relative positions to each other. you could cross reference with a decompiled player model animation loaded to see how much it deforms. or you could just use that player reference skeleton like you have. important is to POSE it - NOT EDIT - 'in the shape' of your model's reference mesh. then 'freeze' the pose and move/align the not so fitting mesh's shape onto the skeleton and rig/weight it properly.[/QUOTE] I'm unsure what the difference is between 'posing' and editing it is. So far I've done this. [IMG]http://i.imgur.com/hpCrwga.png[/IMG]
Your idea of weighting is correct. And episoder isn't known for his description skills. I assume he means that once you have fully weighted the skeleton and the mesh together, you cannot edit the mesh or the skeleton on their own. Moving either the skeleton or the mesh after weighting everything will cause animation issues and errors (seemingly broken limbs, improper rotations, etc). If you really need to edit the skeleton or the mesh, you'd have to completely unweigh the skeleton from the mesh (I don't know how Blender does it, but in 3DS Max you would simply delete the "Skin" modifier), do your edits, then reweight the entire thing.
Anyone know how to export a skeleton in Blender?
[QUOTE=mralexs;49794005]Anyone know how to export a skeleton in Blender?[/QUOTE] well if it's an smd it's automatically exported with the attached models. as in it's part of the model
[QUOTE=Itauske Roken;49794105]well if it's an smd it's automatically exported with the attached models. as in it's part of the model[/QUOTE] So how do you make and smd like that a ragdoll? A lot of tutorials I see have the skeleton as a separate smd
[QUOTE=mralexs;49794167]So how do you make and smd like that a ragdoll? A lot of tutorials I see have the skeleton as a separate smd[/QUOTE] a nice little model called physics mesh. Or physmesh which is basically a model made up of separate sections weighted to a bonegroup. You can only have 32 of these though so make sure the basics you want to have physics get them.
[QUOTE=Itauske Roken;49794437]a nice little model called physics mesh. Or physmesh which is basically a model made up of separate sections weighted to a bonegroup. You can only have 32 of these though so make sure the basics you want to have physics get them.[/QUOTE] That sounds fun to make
[QUOTE=Vasey105;49792991]I'm unsure what the difference is between 'posing' and editing it is. So far I've done this. [IMG]http://i.imgur.com/hpCrwga.png[/IMG][/QUOTE]Looking at the bones for the toes, i can tell you might experience some problems after exporting and compiling the model, such as the model being distorted, or the limbs not rotating correctly as a ragdoll The way bones work in Milkshape 3D is that they become rotated to be proportionate with their parent bone, but the bones used by the Valve skeleton are rotated a certain way that allows the mesh to animate and be rotated in a normal looking manner So if you load in a pre-made skeleton and then make even the slightest adjustment to it, all of the joints are gonna be corrected to be proportionate with the bones they're connected to, and this will break the flow of the skeleton I don't know if there's a way around this except by using a more competent 3D modeling program such as Blender or 3DS Max
[QUOTE=Masterlegodude;49795268]I don't know if there's a way around this except by using a more competent 3D modeling program such as Blender or 3DS Max[/QUOTE] There are ways around it, but it's honestly a significantly larger hassle to do than just using something like Blender or 3DS Max instead.
the edit vs. pose magic is about the local rotation axis of the bones. i haven't re-rigged a model and used 'alien' animations yet. but the dislocation and derotation with wrong relative angles in the edited reference pose might distort the player animations. it's 3d math. quarternions. the joint is slightly rotated. i gotta check that tho. so... gotta stop here. :) edit: snip
[QUOTE=Itauske Roken;49794437]a nice little model called physics mesh. Or physmesh which is basically a model made up of separate sections weighted to a bonegroup. You can only have 32 of these though so make sure the basics you want to have physics get them.[/QUOTE] Would this work? [IMG]http://s7.postimg.org/sv29fdhzf/Collision.png[/IMG]
[QUOTE=mralexs;49795654]Would this work? [IMG]http://s7.postimg.org/sv29fdhzf/Collision.png[/IMG][/QUOTE] they can be more than cubes xD
[QUOTE=episoder;49795453]nudity[/QUOTE] I hope you didn't realise that you are basically portraying a nude 17 year old girl.
[QUOTE=huntingrifle;49793032]Your idea of weighting is correct. And episoder isn't known for his description skills. I assume he means that once you have fully weighted the skeleton and the mesh together, you cannot edit the mesh or the skeleton on their own. Moving either the skeleton or the mesh after weighting everything will cause animation issues and errors (seemingly broken limbs, improper rotations, etc). If you really need to edit the skeleton or the mesh, you'd have to completely unweigh the skeleton from the mesh (I don't know how Blender does it, but in 3DS Max you would simply delete the "Skin" modifier), do your edits, then reweight the entire thing.[/QUOTE] Yo whoa no 3ds Max has the 'Always Deform' checkbox under the Skin modifier and you can just uncheck it to do your edits and check it again to apply and turn the weights back on without having to reweigh everything, it's a godsend when trying to retrofit skeletons onto rather fiddly meshes
[QUOTE=Sgt. Lulz;49797723]Yo whoa no 3ds Max has the 'Always Deform' checkbox under the Skin modifier and you can just uncheck it to do your edits and check it again to apply and turn the weights back on without having to reweigh everything, it's a godsend when trying to retrofit skeletons onto rather fiddly meshes[/QUOTE] If you want to get crazy, you can even Cut the skin modifier, make your modifications, and then Paste the modifier on top. Which, by the way, is an easy way to "bake" a pose made by changing the bones. Once you paste the Skin, slap it with an Always Deform toggle, and you're good to go!
So, about keyboards. A lot of stuff gone wrong during work on 'em. Even yesterday, when Gmod refused to load maps after update. But now - everything is fine. I guess. First i had to redo some of really old synths (that i finished probably in autumn of 2015, they all looked kinda weird). Better textures, more details. Also, Roland JX synths now have programmers as bodygroups (just for cosmetic effect and more realism, JX-3P w/ PG-200, JX-8P and JX-10 w/ PG-800). [t]http://images.akamai.steamusercontent.com/ugc/309991230781184106/56CF623E7AAB9984664B2C21B82CC8CEEBCDC2E2/[/t] And, as usual, some recent progress. [t]http://images.akamai.steamusercontent.com/ugc/309991230781186795/B278C767C2955C3E4FD897F34FCEF0724845E956/[/t][t]http://images.akamai.steamusercontent.com/ugc/309991230781189318/696648BFD614715090E3B089988DA4A56286BBA5/[/t] [t]http://images.akamai.steamusercontent.com/ugc/309991230781191452/B5E74B802711214EEA1714224F90B368846EF007/[/t]
So when I compile my model it either A) Is invisible unless you look at it at a certain angle B) it invisible and there is nothing to select in gmod or C) is there but is very stretchy and none of the parts are connected. It also always shows up in HLMV correctly
[QUOTE=gtanoofa;49797477]I hope you didn't realise that you are basically portraying a nude 17 year old girl.[/QUOTE] ohh kay. i got that. i didn't think about it. if you wanna play legal. japan does 17. and i could label the model already 18 or older. could you figure it out? doesn't matter. it's 'just' a modded model of a virtual character. got no real numbers. feel free to do whatever. ;) snip offtopic please. needs more ports and hacks in here. ;)
Still creepy AF but okay.
Jesus man, you are not making any favor to yourself trying to be an asshole you know Either grow up or at least try to be funny
nothing creepy. the character is not real. the model is modified. ofc i don't go there and assume she still that original 17. wtf you think? that was just a hypothetical "legal". and i just don't wanna trash the model for a real 'felt' 'aging' effect or look. huh? i gotta model her a grandma? and... how to feel like funny if i gotta 'defend' myself against this lots of stupid and judgemental crap. you all got some bully problems. why you try to tell me what to do? i'm not your puppet. you don't make me feel like it.
[QUOTE=episoder;49800246]nothing creepy. the character is not real. the model is modified. ofc i don't go there and assume she still that original 17. wtf you think? that was just a hypothetical "legal". and i just don't wanna trash the model for a real 'felt' 'aging' effect or look. huh? i gotta model her a grandma? and... how to feel like funny if i gotta 'defend' myself against this lots of stupid and judgemental crap. you all got some bully problems. why you try to tell me what to do? i'm not your puppet. you don't make me feel like it.[/QUOTE] It doesn't matter if it's real or not, it's still a model made for the sole purpose to make child porn.
Regardless of the morality of it and whether or not it's child porn (it is), FP is not the place for nude models. Take it to Digitalero or something.
[QUOTE=simkas;49800253]It doesn't matter if it's real or not, it's still a model made for the sole purpose to make child porn.[/QUOTE] Don't bother trying to explain it to him. Anyone that has a model like that and is ok with it clearly isn't right in the head.
[QUOTE=episoder;49800246]you all got some bully problems. why you try to tell me what to do? i'm not your puppet. you don't make me feel like it.[/QUOTE] Facepunch is not Digital Ero. You want to make nude models of underage looking characters? Go ahead. Just keep that stuff away from here
Ok, so my model is compiling, but when it compiles it either enlarges the skeleton or shrinks the model, and nothing will move. I'm using Wall Worm's compiler for 3dsmax 2016
i thought it was just a post of a rig failure test anyway. doens't matter what model i use. most anime model looks like that. why rant about that anyway? *shrugs* i get that thing here tho. i'd have add more silicon, makeup and weave to my nude models and don't post them here. and i gotta model tons of soldiers from all over the world wars and model and rip old rusty war machinery. that's what you like. so really awesome for all day and everyday tho. -_-
[QUOTE=episoder;49800669]i thought it was just a post of a rig failure test anyway. doens't matter what model i use. most anime model looks like that. why rant about that anyway? *shrugs* i get that thing here tho. i'd have add more silicon, makeup and weave to my nude models and don't post them here. and i gotta model tons of soldiers from all over the world wars and model and rip old rusty war machinery. that's what you like. so really awesome for all day and everyday tho. -_-[/QUOTE] Bro. As someone who specializes in making nude models, I'm telling you this colleague to colleague: take the fact you fucked up by posting that here in stride, suck it up, and let it go. Facepunch is not the place for nude models. Doesn't matter who they are or what they look like. Doesn't matter how old they are canonically or physically. If they're a woman with a shirt off, or anyone with no pants, don't post it here. This forum's audience is not the right one for that kind of content. Stick to soldiers, guns, and apparently synth keyboards.
[QUOTE=LordAardvark;49800711]Bro. As someone who specializes in making nude models, I'm telling you this colleague to colleague: take the fact you fucked up by posting that here in stride, suck it up, and let it go. Facepunch is not the place for nude models. Doesn't matter who they are or what they look like. Doesn't matter how old they are canonically or physically. If they're a woman with a shirt off, or anyone with no pants, don't post it here. This forum's audience is not the right one for that kind of content. Stick to soldiers, guns, and apparently synth keyboards.[/QUOTE] I don't find it hardly unreasonable that this is mostly the case, but yeah you explained it pretty well.
Does anyone know how to get Ninja Ripper to work with Iron Front Steam version? I want to get some of the airplane models.
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