This Group was created for people who love to create maps and missions on the GEM 2 Engine.

Report article RSS Feed 3D's Max - Exporting Human Models To MOW

In this tutorial you will see how to export models from the 3ds max to MoW autor: Vora_bat translation: [killz]

Posted by [killz] on Aug 21st, 2013
Basic Skinning.

PART 1: 


killz wrote:To see image in full size just open it in you browser

killz wrote:Some author text has been removed to facilitate understanding


 We assume that you already have a model in 3d max. First, let's open a soldier from the example that comes with the plug-in for 3D Max - gb_com.max


 Next click on the model, it is called the Skin


Delete it. As a result, we will see some kind of android


Android is certainly cool, but we need human body. Next, click on File -> Merge and select the model


I opened a ready model:


Pre-named model Skin open tab Modify, and in the list of modifiers add modifier Skin (action can be seen in the screenshot):


Add modifier Skin, click on it and see it options at the right part of the screen:


Click on the button Add, and select from the list following bones:


code:
Body


Foot1L


Foot2L


Foot3L


Foot1R


Foot2R


Foot3R


IK_LeftRight


IK_UpDown


Clavice_left


Hand1L


Hand2L


Hand_rot1L


Palm1L


Palm2L


Palm3L


Clavice_right


Hand1R


Hand2R


Hand_rot1R


Palm1R


Palm2R


Palm3R


Head

 

      
In the end, you will have this list here:

PART 2: 


vora_bat wrote:Now comes the most difficult thing. You will need to adjust the weight for each bone so that when you play the animation all sat like a glove, and it was not stretching polygons. Recommend starting practice with slight modifications of a soldier from the example, and then move to the setting completely new model.So, where to start.


First, click the button Envelope:


Then in the bottom of the list, select the bone, which will be set up. For a more intuitive explanation, I chose the bone Head


I will tell you the quickest and easiest way to set the bone.Put a check mark next to the item Verticles. This will allow us to select a point on the model that we want to link with some bones.


Then in the edit window, select the entire head:


Next, find the option Abs. Effect, and set there the value from 0.0 to 1.0.

  • 0.0 - means that the points are not attached to the bone
  • 1.0 - in turn, means that the point is completely attached to the bone. 

Part of the model changes it color depending on the parameter.


The head is attached to the bone. We have to check what happened. Push the start button of the animation playback at the bottom, and watch as the head will react to the movement of the bones:

vora_bat wrote:On the surface, everything looks good, the model's head is moving normally, no stretching polygons. Now we can start the rest of the bones. However, I think it is you're able to do it themselves, most importantly do not forget to check the model in motion animation, and if you tangled in the bones - you always have a ready-made variant in the example, where you can see the settings of the different bones.


In the end, you should have something like this:


After that, we have to link the Skin to Basis, this is done as follows:


Now go to Object Properties:


And there in the tab User Defined prescribe Poly


When you're finished, go to File -> Export


In the file type, select MDL Scene Export (*. Mdl), and write the name you want, it does not matter


A window appears in which you specify the path to the folder where you exported the model (it is desirable to do so as in the screenshot in terms of checkmarks  and other things, the path to the resources of games in its sole discretion) Click Export

PART 3:


  Most likely at first during the process of export will be a lot of mistakes, but if you've done all the steps right, the error should not be. As a result, you get a folder which contains the ready humanskin. This folder you put in the: resource/entity/humanskin, and then create the desired .set file in resource/set/breed, specify where in the {skin ...} the name of your skin. If you for example want to change the name in the configuration process with 3d Max, go to the "User Defined" of the Basis, and in the line "Model = entity/humanskin/eng-com" change "eng-com" on any other name.

GEM 2 Editor Fan club


Post comment Comments
Chompster
Chompster Aug 21 2013, 10:17am says:

awesome tutorial [kills]! a much needed one indeed!

+5 votes     reply to comment
Ardman55
Ardman55 Aug 21 2013, 10:55am says:

Thank you so much for translating :D!

+4 votes     reply to comment
brandflakes18
brandflakes18 Sep 2 2013, 1:20am replied:

lol

+3 votes     reply to comment
Mister_Vogel
Mister_Vogel Aug 21 2013, 2:27pm says:

And what if we DON'T have a model ready ?

+2 votes     reply to comment
☭Evanp☭
☭Evanp☭ Aug 21 2013, 5:15pm replied:

Then make one.

+2 votes     reply to comment
[killz]
[killz] Aug 22 2013, 1:43am replied:

This is a tutorial how to export the models and not how to configure them.

+3 votes     reply to comment
☭Evanp☭
☭Evanp☭ Aug 21 2013, 8:46pm says:

Thanks for the tutorial. S23.postimg.org

+1 vote     reply to comment
SS-Obersturmführer
SS-Obersturmführer Sep 7 2013, 12:03am says:

Hi friends, I have models but when i load them the .max file does not load but the .3ds and others do however they are not colored, and i know the models already have full color etc. please pm me if anyone can help and I will explain more.

Thank you

~Obersturmführer

+1 vote     reply to comment
AubeSangante
AubeSangante Sep 15 2013, 6:51am says:

Hmm is that work with 3dmax 2009 ?

+1 vote     reply to comment
[killz]
[killz] Nov 30 2013, 2:29am replied:

plug-in should work with 3ds max 2009, but can't promise anything.

+1 vote     reply to comment
amir1358
amir1358 Jan 3 2014, 9:27am says:

oh i very tired i exporting but not show in game do you have email please give me email

+1 vote     reply to comment
Warrior520
Warrior520 Apr 7 2014, 11:54am says:

Great job on this one now im getting used to exporting stuff! now im gonna use arma 1 and few half life models for my own use.

+1 vote     reply to comment
MGV_23
MGV_23 Apr 12 2014, 5:01am says:

I tried to use this model: Tf3dm.com just as an example to try out this process, but it spawns in next to the skeleton. Do you need a specific type of model, or am I doing something wrong while merging?

+1 vote     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Established
Apr 18, 2011
Privacy
Public
Subscription
Open to all members
Contact
Send Message
Email
Members Only
Membership
Join this group
Group Watch
Track this group
Tutorial
Browse
Tutorials
Report Abuse
Report article
Related Groups
GEM 2 Editor Fan club
GEM 2 Editor Fan club Hobbies & Interests group with 208 members