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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Editing creatures with 3Ds MAX, improving geometry and rendering
Thread: Editing creatures with 3Ds MAX, improving geometry and rendering This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted June 17, 2010 07:36 PM

Quote:
It is not weird to create a Coca Cola in 3Ds. It is a model

But a Coca-Cola who it's throw by a leg is really weird

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gnollking
gnollking


Supreme Hero
posted June 17, 2010 11:16 PM
Edited by gnollking at 23:20, 17 Jun 2010.

@Vladud2000, I added your thread to my "Links" section on my WoG modding thread .

Now, if you excuse me, I'll go to bed.
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted June 18, 2010 06:30 AM

Quote:
I found the most weird tutorials:How to make a Coca-cola,how to make an explosion,how to make a glass with wine,but not what I want

You can always write your own "how to make a gnoll" tutorial
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vladud2000
vladud2000


Known Hero
Maestro of Might & Magic
posted June 18, 2010 09:03 AM

Quote:
In Civilization models, the weapons are stand alone objects, I could not integrate them to the model polygons. Or maybe I don't know the command.

if i understood you right - weapon is stand alone object and not connected to the bone or any object? you can simple drag-n-drop it or move without any changes of the model?

if so - you can simple link it with hand, if you wish and item will move with this bone. but if it got differ animation or angle - linking will ruin it! but you can alway re-open your project without saving.

lets see the basic attack of the "ghost"

but lets add a mace to it as a weapon!!!
it is as simple as an apple =)
create a weapon, or just import it or use existing one. i created a primitive mace.

pay attension to weapon and hand you want it to be linked with. put weapon to right position of the hand you want. b sure that it in right pose and looks like a model grabs it!

after you've done pay attension to "link buttons". they are like a chains. you must select your weapon prop and press to "link and chain" button. while pressed you had to clic the weapon and hold the mouse button (left) keep pressed and move cursor to the hand (or hand bone). then you can release the button and clic to that hand or bone until it will be selected. simple. just turn on the "link". clic on weapon, drag it to hand and clic on it. and thats all.

now we got out prop linked to hand or other bodypart or bone you want and now it will move with this part! something like that

and we do not need to create animation for this prop - it will use moves of the parent =)
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 18, 2010 12:25 PM
Edited by Salamandre at 12:39, 18 Jun 2010.

Thanks, Etoprostoya already explained me same things, but for some reason I can't link parts of body to the weapon, when clicking on rotate/moving, it deselected "link" and moves again only weapon. I think it is my fault, need to check again a lot of details.
I used "link" then choose "objects by name". I am not sure how to enter in "isolation" mode, I did it incidentally a few times, but not remember how.
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vladud2000
vladud2000


Known Hero
Maestro of Might & Magic
posted June 18, 2010 04:51 PM

isolated mode is for editing only few elements but not whole scene.
select items you want and press "alt+q"
and you do not need any selecting by name.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 21, 2010 11:39 PM

Got them linked after a while. Another question:
When rotating a model, how to keep the outer legs on exact same coordinates? All the rotating tools I tried will change the coordinates, so it is impossible to link an "attack down" for example with a "standing" frame without having to move back in place the model after rotating.

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vladud2000
vladud2000


Known Hero
Maestro of Might & Magic
posted June 22, 2010 12:03 PM

you must activate inverse kinematic for the legs or just create your own.
there is a menu for a skeleton ierarchy and IK should be created there...if this models are without it.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 22, 2010 12:11 PM

Let me see...inverse kinematic (pushing one button, nope it isn't that, pushing another, nope, 1567 more to go, see you later)
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vladud2000
vladud2000


Known Hero
Maestro of Might & Magic
posted June 22, 2010 01:59 PM

Quote:
Let me see...inverse kinematic (pushing one button, nope it isn't that, pushing another, nope, 1567 more to go, see you later)

if you press the buttons - it might do not work. you have to set it up before using that buttons.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 26, 2010 11:01 AM
Edited by Salamandre at 11:04, 26 Jun 2010.

Mostly a question for Darkloke, if he even visits here: once we have the wow model in Max, how to get the animations? I used model viewer to export to Milkshape, and then Milkshape to export to Max. The model is inside and looking great, but does not move

I am not sure what script I need, all references point to WoWM2Import.ms  and all links were down. Finally I got it after a while, but no idea what it does when run.
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Salamandre
Salamandre


Admirable
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Wog refugee
posted June 26, 2010 09:56 PM
Edited by Salamandre at 21:58, 26 Jun 2010.

Maestro:

You wrote that it is possible to select only a few polygons and smooth them. I was able to edit mesh and select polygons but I don't understand why selected are in red and then when I use "subdivide" it will apply to all model polygons. After process the angles are much smoother but I got some "explosions" in collateral polygons.

Select polygons from the desired area:


Highlight them and subdivide + mesh smoother:


Result: the angles are now better but it subdivided all polygons and model has a whole now in middle.


I messed up a thing or two from your main post.
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vladud2000
vladud2000


Known Hero
Maestro of Might & Magic
posted June 27, 2010 03:43 PM

Quote:
Maestro:

You wrote that it is possible to select only a few polygons and smooth them. I was able to edit mesh and select polygons but I don't understand why selected are in red and then when I use "subdivide" it will apply to all model polygons. After process the angles are much smoother but I got some "explosions" in collateral polygons.
I messed up a thing or two from your main post.

i didn't wrote that you can subdivide only few polygons.
subdivision - is a modificator and it applied only to whole selected model. if you got 5 separate models - you can chose which one to subdivide. but if you got 1 solid mesh - it will be subdived only whole.

but you can do what you want by hands...but it will require modelling skills and modeling tools, ability to move, create, merge, divide verticles, edges and polygons.

if you really interested in modelling - you'll better to start from something easy, like a box or sphere. when you gather enough experience - you can try to create more complicated models and try your elephant.

you won't belive but a human could be modeled from simple box 5x7 squares
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LizardWarrior
LizardWarrior


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Legendary Hero
the reckoning is at hand
posted June 27, 2010 08:11 PM

I know that's a stupid question,but:
How I can extract creatures from other games to 3D Max or Blender?

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Salamandre
Salamandre


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Wog refugee
posted June 27, 2010 08:19 PM
Edited by Salamandre at 20:27, 27 Jun 2010.

List of games using Gamebryo engine:

Dark Age of Camelot
Defense Grid: The Awakening
The Elder Scrolls IV: Oblivion
Empire Earth II
Empire Earth III
Fallout 3
Freedom Force vs The 3rd Reich
The Guild 2
Kohan II: Kings of War
Playboy: The Mansion
Red Ocean
Sid Meier’s Civilization IV
Sid Meier’s Pirates!
Sovereign Symphony
Warhammer Online: Age of Reckoning
Call of Cthulhu
Dark Age of Camelot
The Elder Scrolls III: Morrowind
Entropia Universe
Freedom Force
Futurama
Prince of Persia 3D

View models and export to 3D max using NifTools
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LizardWarrior
LizardWarrior


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Legendary Hero
the reckoning is at hand
posted June 27, 2010 08:23 PM

....I didn't have any of them!I seen Itjustme extracted from age of myhtology units,it's possible to exctrat with 3D max from AOM?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 27, 2010 08:24 PM
Edited by Salamandre at 20:25, 27 Jun 2010.

AOM extracting guide
ItsJustme_AOM_import_guide(russian)
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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted June 28, 2010 11:51 AM

I followed the guide,but how I can make animation?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 28, 2010 12:01 PM
Edited by Salamandre at 12:04, 28 Jun 2010.

For AOM units you don't import only the model, but his animation (eg. cataphract.walka). Push the animate button to see what he is doing, there are clearly show 0-19 frames there. But models from AOM are awful, not worth the work IMO.
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itsjustme
itsjustme


Promising
Known Hero
posted June 28, 2010 12:20 PM

In GMAX you can't render animation, because no renderer. I.e., you have no way to get frames for def-file.
To play animation press arrows in slider below viewport or press "play animation" button in the low panel.

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