sorry but im still consfusedno it can be rigged but it no one knows how yet
sorry but im still consfusedno it can be rigged but it no one knows how yet
Rigging. Rigging is the process of setting up the skeleton in a model. It includes linking the bones in a hierarchy, setting constraints on the bones' movement, and setting up controls (which are aids for the animator). Skinning. To the artist, skinning is the process of attaching vertexes to bones.sorry but im still consfused
Did nobody see my post?no it can be rigged but it no one knows how yet
I did but its confusing does this mean we can import models or vertexingDid nobody see my post?
Paired with other general knowledge, it's a small tutorial on model importing and rigging.I did but its confusing does this mean we can import models or vertexing
oh shootPaired with other general knowledge, it's a small tutorial on model importing and rigging.
Anyways, the info is out there and totally possible. I've got a Tom Nook model rigged up that I've been successfully working on.
Do you consider it easy to import models for the game?Paired with other general knowledge, it's a small tutorial on model importing and rigging.
Anyways, the info is out there and totally possible. I've got a Tom Nook model rigged up that I've been successfully working on.
It's not beginner friendly in the slightest. Requires knowledge on general 3DS Max usage, UV mapping, and bone rigging.Do you consider it easy to import models for the game?
I do not want to have to spend my internet downloading 3DSMAX and can not do anything
shit, i don't have any experience with things like that, but wanted so much to do that things import models, someone already make some video tutorial?It's not beginner friendly in the slightest. Requires knowledge on general 3DS Max usage, UV mapping, and bone rigging.
Yes, I believe so.Should I be able to open the model in ohana if the mbn has been correctly made? Which skin modifier should I have selected when I use CVSExport?
Yes, I believe so.Should I be able to open the model in ohana if the mbn has been correctly made? Which skin modifier should I have selected when I use CVSExport?
so it has to be little modifications like your hat?Model import findings. Basically, the answer was Noesis.
Step 1: Export your character model to a DAE file using Ohana3DS
Step 2: Open your DAE in Noesis. Export as an FBX and flip UV's
Step 3: Import into 3DS Max. Apply your material to assign textures.
Step 4: Make sure your objects are named right. When exported with Ohana, Mario is glitched for example. All of his mesh groups have the name of the previous one. This caused me some difficulty; for example, if your body mesh is set to blink, your body mesh might disappear randomly from time to time when your character is blinking. Rename the appropriate meshes to their exact names.
Step 5: Import your model. Attach the imported Editable Mesh to an existing Editable mesh. Match material ID's by default. Re-rig accordingly and assign the correct texture to your imported mesh.
Step 6: Make sure your textures are mapped how you want them
Step 7: Rotate your model's bone structure 90 degrees backwards so it's lying on its back. Your mesh should follow if it is rigged correctly.
Step 8: Run CvsExport from within 3DS Max. Make sure you have a Skin modifier selected. If it tells you it cannot write to dope.csv, restart 3DS Max.
Step 9: Throw your dope.csv and normal.bch with custom injected textures into the same directory.
Step 10: mbnMaker20XX_Bone.py dope.csv -------> Write that in the command prompt
Step 11: Test your normal.mbn
Would have recorded a video but it's late and I'm getting tired. Using these steps, I've been able to get a rigged model working in game 50% of the time without something finnicky happening. I'll try to post a screenshot unless you guys beat me to it.
Helpful tips
- In 3DS Max, make sure your units are setup so that 1 unit = 1 cm. That way, you won't need to scale your model
- I'm not sure how to hide / delete existing geometry. This needs testing, since I've deleted some geometry entirely and gotten crashes. I've also gotten weird results when scaling geometry to be smaller.
- If your model has 32 mesh groups on the left hand side for example, your final model must have 32 mesh groups named the exact same way.
- Regarding naming, Ohana 3DS (for me at least) screwed up and exported Mario's mesh groups with the wrong names. Example: If Mario blinked, he'd disappear for a split second. Use your head, rename some stuff, don't rig Mario for a first attempt or something.
Noesis direct download link
and also is luigi hard to use?so it has to be little modifications like your hat?
can u link me that? and ur awesomewell I think I made a little progress in taking away the outlinesView attachment 77580 View attachment 77581
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I will post tutorial as soon as I'm done
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ok just removed some more decimals and it crashed
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HOLY CRAP I DID IT!!!!!!View attachment 77584 View attachment 77585 View attachment 77586 View attachment 77587
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I REMOVED THE OUTLINES!!!!
here is my tutorial(sorry no audio didn't want to edit):
here is my tutorial(sorry no audio didn't want to edit):
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yes thats my video,and my youtube channel I figured it out myself ;D
for the edge.mbn?Suredo you think you can make a download?
does anyone know how I can get in touch with him?for the edge.mbn?Sure
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I need permission from smb123w64gb though since he made the ganondorf
Try his twitterfor the edge.mbn?Sure
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I need permission from smb123w64gb though since he made the ganondorf
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does anyone know how I can get in touch with him?