How to Export Knife Tutorial - 3DSM

Discussion in 'Tutorials' started by Kaltagesta, Aug 9, 2005.

  1. Kaltagesta Private

    Contributions:
    2
    1 people like this.
  2. MainFrame Ghost in the shell

    Contributions:
    91
    Specialties:
    Modeler, Textures, Support
    Processing:
    Graphics:
    PREMIUM
    I Donated
    Wow .... you rock guy :beerbang: This could be a sticky.
  3. Baron_Greenback Gunnery Sergeant

    Contributions:
    136
    Specialties:
    Mapper, Modeler, Scripting
    Processing:
    Graphics:
    :beerbang: Nice One!!
    I think people will be able to add fireams from this tut' too, they'd just have to use some common sense and adapt the method where neccessary.
  4. Kaltagesta Private

    Contributions:
    2
    Yeah, beyond doing the actual aninmation, the exporting process is the same, only with extra meshes in the hierachy (mesh2_Fp__GenericFireArm, etc).
  5. Airborne Private

    Contributions:
    58
    PREMIUM
    I Donated
    very nice, good post. I've heard that setting up the files for animations is time consuming and a pain in the ass, but that once they are there, it's easy to edit.
  6. cp51 Lance Corporal

    Contributions:
    4
    hye i have 2 questions...

    i have my sword in the editor but it is HUGE... ive scaled it down 50 percent and tried it, the scalled it down to like 1 percent of wat it used to be, but i still have no change in the editor, its still huge...

    also, on the right side u said to press the reload geometry button... i can find it, can u post a screenshot of it or something... tell me how i can access it, ive been restarting the editor over and over for now...

    other than that so far, great tutorial good work

    thanks

    EDIT:: Ok i found the reload geometry, its in the object editor, not the animation editor part... saw that later on in the tutorial, but still dont know about resizeing it.
  7. Kaltagesta Private

    Contributions:
    2
    Everytime you resize, make sure you are running the parent clipboard utility, with the 2 meshes selected.

    Also, if you've ever packed you're mod, go into you're mods directory and delete Objects_client.zip. It wont break anything, it can cause some wacky behavior having it there, however, when you're trying to edit.

    Then it should resize!
  8. cp51 Lance Corporal

    Contributions:
    4
    k, still cant get it to work, i got it to move so he is holding the handle, but its still huge. this is that i do:

    Select 2 meshes
    BF2 Utilities > Parent/Position clipboard(dont press any buttons)
    right click scale button
    set to 50 percent
    BF2 Exporter>Export
    Objects Editor > drag over kin_kinfe > reload geometry
    Animation editor > drag over kni_knife
    Still huge.

    Ive set it to 1 percent also and still no change in size...

    thanks
  9. Kaltagesta Private

    Contributions:
    2
    - Select two meshes
    - scale at will
    - Select BF2 utilities --> Parent Clipboard --> click Set Pivot THEN Set Pos
    - Re-export
    - Reload geom on object ediot
    - Check out the anim editor
  10. cp51 Lance Corporal

    Contributions:
    4
    hmm... ya i did that, i exported your example knife, and it worked fine so i did this:

    i merged just my knife model to ur example file, and deleted ur knife, resized mine to the size urs was and reexported it... but its still big...

    so i merged your example file with mine, everything except the model and resized my knife, and still big...

    each time i reset the family tree so all of it was in the right order... also i noticed that when i merged the 2 i always had 3 lod0 even though i only had 2, u only had 2, and i told the merge to delete all of the old ones...

    u think i have something screwed up with my model? some scaleing or somethin... ill try out a different model and see what happens.
  11. Kaltagesta Private

    Contributions:
    2
    If you can find a host, feel free to stick it up, post a link here and i'll take a look at it.
  12. cp51 Lance Corporal

    Contributions:
    4
  13. Kaltagesta Private

    Contributions:
    2
    Gotta say man, it's working absolutely fine for me. I'm scaling it smaller, running the util and clicking "set pivot" then "set pos", re-exporting and ding, it's changed for me. If you want, i can make it fit and send you the .max.
  14. cp51 Lance Corporal

    Contributions:
    4
    hmm, that is sooo weird...

    i exported ur model, tried it in the editor and it fit perfectly, so i replaced my model with urs, same size, and all, and exported it, and clicked reload geometry, and it was huge... ill go over it all... again... and make sure im doing everything correctly before i go any further... just seems so weird...
  15. cp51 Lance Corporal

    Contributions:
    4
    kk, i got it. i needed to install the hotfix for the tools, then it worked fine. Thanks a lot for your help, if i run into any other problems ill post em, but thanks.

    -CP51

    EDIT:: Well, one more thing, heh, rotating it... just use the rotation tool and spin it? then do the set pivot set pos again? cause it isnt changeing... i can change the position where he grabs the sword but not the angle
  16. Kaltagesta Private

    Contributions:
    2
    Sometimes with the angle, you need to reset the xform - Ill show you with a diagram:

    http://bohicagaming.com/forums/mydir/members/Kaltagesta/rotateinstruc.JPG

    Click the Hierachy section, with the two meshes selected after rotating them (the top red circle), then hit "reset pivot", then the other two. THEN re-run the utility (set pivot, set pos) and export - should be fine then.
  17. cp51 Lance Corporal

    Contributions:
    4
    your good :) works perfectly, thanks a lot for all your help

    -CP51
  18. Kaltagesta Private

    Contributions:
    2
    No problem man!
  19. cp51 Lance Corporal

    Contributions:
    4
    ok one more question, i have a lot of models set up and in the editor, but for some reason they all have the same skin, it is like of uncle sam or something like that... no idea what the skin is or where it came from...

    any idea what that is??

    thanks
  20. MainFrame Ghost in the shell

    Contributions:
    91
    Specialties:
    Modeler, Textures, Support
    Processing:
    Graphics:
    PREMIUM
    I Donated
    Great tutorial but like always i run into minor issues
    looks great in 3rd person first idle animation after that is wack
    wont stay inplace during other idle animations and looks like its flying in 1st person view. Anyone know what i could be doing wrong ?

    [IMG]
    [IMG]

Share This Page