Men of War: Assault Squad 2 features new single player style skirmish modes that take players from extreme tank combat to deadly sniper stealth missions. Commanders can now faceoff against opponents on various new multiplayer 1v1 – 4v4 maps. To truly bring the battles to life though there is the new 8v8 game mode designed for huge battles on spectacular maps. This new Assault Squad game brings significant game engine and visual improvements as well, with special attention paid to ones that were highly requested by the players.

Post tutorial Report RSS Updated Model Porting Tutorial

Well, after going through previous tutorials and by trials and errors, I upgraded sample file and moding pattern to have more accurate and easy porting method, which I would like to share with the community to have everyone able to port their desired characters to game without much trouble.

Posted by on - Intermediate Skinning

Requirements:

3d Max Plugin
Alternate link for Tutorial and 3d Max Plugins
Mediafire Link

Sample Model Links:

Sample
Mediafire Link

1st: there are various 3d model types but you can only import/merge .OBJ formate 3d models for porting. So first step is to have some model samples from deviant art and some other 3d model sites by following:


Goreface13.deviantart.com
P3dm.ru

But to convert model from other formates, most likely XPS, you need XNALara XPS

2nd: now after conversion open provided sample file and import/merge converted or downloaded model.


3rd: now follow following Videos for rigging character (but make sure don't change any pre-set properties of sample file, as I set it with fixes in it)


4th: after conversion ATTACH => Skin to Rig Model (which you placed on bones) and apply following values to bones after fixing mesh according to provided videos (as per model size) to fix various in game vs 3d max bones displacement issue (and make sure to apply this setting with in given sequence 1st:Ik_updown, 2nd: clavicle_left / clavicle_Right and so on):

Ik_updown / Chest :

X= -2
Y= 0
Z= 115 (for taller upper body) / 118 (for shorter upper body)

clavicle_left / clavicle_Right / Shoulder Bones :

Left :
X= 2
Y= 10
Z= 145 (for taller upper body) / 148 (for shorter upper body)

Right :
X= 2
Y= -10
Z= 145 (for taller upper body) / 148 (for shorter upper body)

Rotation (apply to both clavicle_left / clavicle_Right):

X= 90
Y= -90
Z= 0

Hand / Shoulders - Handle1L / Handle1R :

Left:
X= 2
Y= 20
Z= 145 (for taller upper body) / 148 (for shorter upper body)

Right:
X= 2
Y= -20
Z= 145 (for taller upper body) / 148 (for shorter upper body)

Head:

X= 0 / 0.3 / 0.5 (higher value = move head backwards)
Y 0
Z= 153 (for taller upper body) / 155 (for shorter upper body)

Hand - Palm1 Rotation:

Left
X= -19 / -35 (for taller upper body)
Y= 0.0 / 12.5 (for taller upper body)
Z= 155 / 150 (for taller upper body)

Right
X= -20
Y= 0.0 / 2.5 (for taller upper body)
Z= 25

5th: Fix for opacity of objects:

some object or models have opacity issues:


Example

to fix it, just port them as they look in picture, while change values with in files to fix it and also delete and replace texture files from model source folder (where .OBJ file is) to EXPORTED model/skin folder (where skin.ply file is):


apply optacity

6th: Port your rig to game and enjoy the show:

merge from ofoct 2

Comments
bill.nye
bill.nye

Very helpful I now how to make skins but can’t get the shoulders and arms wieghts to work nice or look nice in game but you help me out thanks

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