Torchmodders
Modding => 3D Modelling & Animation => Topic started by: Avocados on March 31, 2016, 05:03:14 pm
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So I've been working on this little guy and everything looks fine in Blender. I can even import the .mesh file into blender with no problem - everything still looks right. But the texture come out weird on some of the piece when I load them into GUTS and I have no idea what I'm doing wrong :( I've attached the files if anyone wants to take a look. Any ideas?
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okay so I fixed it and I have no idea why what I did worked or even why it happened in the first place. For the messed up textures, all those meshes used Hum_Heavy_B_Extra.dds and converting it to a png and having the material file reference the png instead solved the problem. Idk why
For the "gaps" on the tassets: I just deleted the some of the edges bounding those (which removed the face, as well) and then filled back in (F) the remaining edges. This didn't look any different that before in blender, but in GUTS it fixed the problem. Again I have no idea why lol. If anyone has an idea so I can prevent this from happening in the first place next them I'd love to hear
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Current problem is the case of the unmatched tail. They're two separate objects in the mesh file: one for body, and a separate one for the head and the tail alone. I can't seem to get the body and tail to stay aligned when animating no matter what, and I don't know why anything I've done messed up whatever makes it work for the original meshes when animated :/
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This didn't look any different that before in blender, but in GUTS it fixed the problem.
You mean "invisible" polygons? Perhaps the problem with normals. Flip direction for these polygons.
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mm I will try that next time and see if they are visible from the opposite direction.
Do you have any guesses as to why the tail is becoming detached from the body during animation? I'm going crazy here trying to figure it out :'(
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I have been messing with it for hours and I HAVE NO IDEA WHAT I DID but its working now im so happy!!
I present to you the fully functional Little Ponya Hero mesh :D
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mm I will try that next time and see if they are visible from the opposite direction. Do you have any guesses as to why the tail is becoming detached from the body during animation? I'm going crazy here trying to figure it out :'(
Yes, I have a theory. I think the problem in the export plug-in. :) Long ago, I wanted to make a Ponya pirate and found this problem.
The plugin has some problems, and sometimes it creates a problem. Perhaps if you use 3ds max (import and export), this will solve the problem.
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I tried to make you a pirate :D There are some issue I'm working on fixing but the tail is working as intending/lining up with the body during animation.
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My pirate. :)
(http://i.imgur.com/YonG7FI.png)
I just started, but later abandoned it.
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I wish there were enough animations for ponya to make them a playable race :'( theyre so cute
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So what I'm hearing, is that if someone that likes to play in blender in their spare time happened to modify a ponya to have a rpistol animation, you might be interested in that.
(http://vkoslak.net/torchlight/blender/ponya_rpistol.gif)
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stop. marry me. how?
It's amazing
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There is a 3dsmax script rar uploaded by Kva3imoda. I used that to export the ponya and all his animations to fbx.
I don't really know my way around 3dsmax, so I do everything in blender.
I then imported the ponya into blender, and set up an animation lib.
Then I followed the same import/export with the rpistol animation from HUM.
I then imported that animation into my ponya blender file. I scaled the rpistol animation by half so they would be the same height.
Then applied the animation in the dope sheet action editor window in blender.
It still required some tweaking due to the difference in leg length. I just did that real quick. I would want to polish the animation more if I was going to use it in a mod. You can see his one foot sliding a bit during the animation.
The problem I am foreseeing in using a ponya as a playable character, is that this guy is short. How will he use pole-arms or large axes?
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That is AWESOME work Vkoslak!
Are the bone hierarchies of the 2 MESHes identical? (only smaller of course for the Ponya?) I would think they would have to be, for any animation "grafting" to work properly.
Not to detract from what you've achieved, but wouldn't using CCC's animation-converter script have come up with the same result?
Sorry for going off-topic Avocados!
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I've never tried the CCC converter.
The bones are not identical. Close, but not quite. However, I didn't remap anything, I just ignored bones that the ponya didn't have.
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I think i see how they differ. Chthon was saying CCC's script also ignores bones the target mesh doesnt have, but it doesnt remove the orphaned bone instructions either. As i understand it, that is what OGRE cannot work with.
Thanks Avocados for allowing this little sidebar ;)
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No worries that's what this is for, right? I'm just happy to learn from you guys
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Does anyone know why the alpha stops working when I import into blender and then export back? :(
(The trigger has the ugly white border)
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Does anyone know why the alpha stops working when I import into blender and then export back?
I believe the problem in a new material. This is always solved by material.
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Thank you! You were right, as usual :D
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Oh and @Vkoslak on the not of Ponya being more restrictive - I was putzing around with this idea: to make newgame+ more interesting/increase replayability, you could unlock new classes/character types, with the little ponya being the last 'unlock' that is sort of a 'challenge mode'. He'd only be able to equip pistols and 1H melee weapons, would have some fun/quirky/unique skill sets, but overall would be more challenging to play with and beating the game with him would be an achievement in its own right.