I think that, with the renamon model, we need Guilmon and Terriermon! Hell, we could use a lot more digimon! Theres only one so far, and I'd make them myself, but I lack the skill and attention span. :(
I second that.
Then again, the others would probably require custom skeleton work and special rigging. I think the main reason Renamon worked is cause it's human enough to use the default valve skeleton. (IE: Tall and skinny like a person.) Most digimon, like pokemon, are rather oddly shaped for rigging to human animations.
So, it would be a lot more work, but it definately would be nice to at least have one version of each of the main cast member digimon creatures.
That being said, I have never ripped or rigged any models myself, nor do I have the tools to do so. My use of 3d is limited to Garry's Mod and Truespace7, nither of which work with half life models, and I have no idea how to rip models from the emulated games either. :(
[QUOTE=darkgriffin;17894002]I second that.
Then again, the others would probably require custom skeleton work and special rigging. I think the main reason Renamon worked is cause it's human enough to use the default valve skeleton. (IE: Tall and skinny like a person.) Most digimon, like pokemon, are rather oddly shaped for rigging to human animations.
So, it would be a lot more work, but it definately would be nice to at least have one version of each of the main cast member digimon creatures.
That being said, I have never ripped or rigged any models myself, nor do I have the tools to do so. My use of 3d is limited to Garry's Mod and Truespace7, nither of which work with half life models, and I have no idea how to rip models from the emulated games either. :([/QUOTE]
Ah yeah, that does prove a problem. But with Guilmon the closest thing I can think of off of the top of my head would be the poison zombie model. hes already hunched over like Guilmon, and all you would really need to add would be the tail and snout.
Well, im no modeler, but I found long time ago this model of Guilmon that maybe can be useful.
Uploading right now cause the original page where I found it, is unavailable.
Here's a pic:
[img]http://img11.imageshack.us/img11/4447/guilmonr.jpg[/img]
[url]http://www.megaupload.com/?d=YNGD18IU[/url]
Guilmon would be cool. Terriermon would be better :P
Omg finally! Awesome, but how do I convert all those strange files into a ragdoll?
I know there was tutorials on converting stuff somewhere, but they didn't involve any custom(IE: non human) things. Gimme a sec...
[url]http://www.facepunch.com/showthread.php?t=542906&highlight=tutorial[/url]
That should link to Mario's Guide to Ragdolling. I haven't followed it myself because Truespace7 is very different then most modelers and I don't know if it supports bone rigging in the same way the others do(there's no bone rigging tools that rig to other shapes, it's got it's own internal .obj skeleton system instead. It works for the obj format, but probably doesn't convert that well to source since the skeleton in Truespace .obj is INSIDE the .obj file.)
If you do a search for tutorial on this part of the forum, there's also lots of other helpful tutorials on how to do it. But basically there are many steps involved in making a ragdoll with proper physics constraints out of raw 3d model files, so it's not as simple as feeding the file to a converter. This is because source uses a lot of different special files to determine things for it's physics and animation engine.
EDIT:
I've tried downloading and opening the file, just to see if I can find all the tools in Truespace7's Modeler side of things(which is basically like Truespace6, which means I understand it better.)
The file opened fine, but I can't figure out how to import the texture and mapping into Truespace7. Truespace has an odd method of painting things using "live paint" and "materials"(which arn't the same as materials in Source, because a truespace material contains ALL the data on the object, texture included). In 3.2 there was a way to import an image as a texture and mapping, but I think they removed it or buried it in 7, probably to support the "live paint" style of objects.
In summary, I have a grey, untextured model, with no rigging, texture, or any animations, just the polygons. I think Truespace7 is probably just going to screw everything up, especally since I can only output .x or .obj under the object exports menu.
I so wish I still had my copy of Max, but the trial has long since run out. I've also tried loading it into blender(through the file/load, I don't know blender at all and the interface scares me more then even 3d studio's.), but I got an error saying "This isn't a valid Blender object". I'd like to post a disclamer at this point saying I don't even know what a valid Blender object looks like, since I've never used the program much at all. So it might just be there is some fancy other way to open the .obj format and I'm being stupid here. ;)
Just thought this info might help someone. If someone could point me to a tutorial on rigging stuff in blender, I do now have a working copy of blender, and I also have a few hours a day to learn all this Source engine stuff. No promises on anything productive though, as my quality of anything I make is going to be total noob stuff, obveously.
Least yours is grey, mines doing that annoying burnt black thing again ¬.¬ Could you export it as a .obj for me to see if it fixes it? (I know its already a .obj but it might help somehow to have been processed, I can but hope).
I found in blender it was black, as well as in truespace, unless you set the display to display the textures without lighting effects. Basically, the object has no lighting effects (material settings that tell the model how to behave in light, or how much it's surface should shine) on it, and your 3d modeler might be trying to be "smart" with it's display, showing the result of the lighting against the model.
It opened fine once I got a converter for Truespace. The .obj format is a Wavefront .obj, not a Truespace.obj, so I needed to grab an importer. In Softimage Mod Tool it also works fine, but is black if you do a render. I don't really understand Wavefront or Softimage, so I'm not sure why it does this yet, but the texture is definitly there when I set it to "textured display" in softimage.
Hope this info helps.
Yea thats exactly what it was doing (though I didn't know why) and sometimes pressing "smooth all" will fix it but not for this one. The only problem is the last time I ported a model while it was black like that in Milkshape it came out black in GMod (if you saw the Ness model which is what i'm talking about). So I have no idea how to fix it past that :S
[QUOTE=Silver Spirit;17918573]Least yours is grey, mines doing that annoying burnt black thing again ¬.¬ Could you export it as a .obj for me to see if it fixes it? (I know its already a .obj but it might help somehow to have been processed, I can but hope).[/QUOTE]
I use milkshapes I learned that when it does that its smoothing groups need to be removed thats how I was able to work with some of the re5 models
[QUOTE=biohaze767;17922202]I use milkshapes I learned that when it does that its smoothing groups need to be removed thats how I was able to work with some of the re5 models[/QUOTE]
How do you remove smoothing groups in Milkshape? I did wonder if thats what it was but I can't find any way to remove them, if you could tell me how that would be very useful :D
I want to Gomamon and digievolutions
Humm I forgot about this model, I might have another look now I know how to fix that error.
Edit: Doesn't look too bad at all ^^
[img_thumb]http://eco3ag.bay.livefilestore.com/y1pji6FVDiZ3MlxhWtiOUxcdn-JB4bkXNcVUW60o9T33FZ_DKvyB6iR9XMb61vK8_VLI3-R9U5dy8JNTldOCPZA7Pyru6s11yNu/Guilmon%20Model%20Rig%20WIP.jpg[/img_thumb]
Just need to rig it when I get some time now :P
is this fourm dead?
[QUOTE=ODSTmarine;19208391]is this fourm dead?[/QUOTE]Nope, I just gave it a burst of life :) I'd still like to see some Digimon done. Pokemon are pretty cool but, Digimon's where it's at ;D I mean, come on! How can Pokémon possibly beat Garbagemon!?[IMG]http://www.bogleech.com/scrapbook/digi-garbage.jpg[/IMG]
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