(08-05-2015, 04:39 PM)Random Talking Bush Wrote: [ -> ] (08-05-2015, 12:51 PM)gdkchan Wrote: [ -> ] (08-05-2015, 11:16 AM)MimiNeko Wrote: [ -> ]The new Ohana update is pretty awesome! Hopefully it helps get some models out faster than with the script alone Ohana does still have some slight issues though; some weights don`t come out so well (Mega Rayquaza`s mouth, Primal Groudon`s arms...) so I can see how the script could still be useful
I doubt. His script doesnt even WORKS with this model. I just tried it and 3dsmax given a Out of memory error, then crashes.
Well, I never said it worked with everything. Those are two that I'm gonna have to manually rip and upload.
(EDIT: Wait, "Out of memory"? I just checked and they work fine for me. Could be giving you that error since it's so poorly written, but I never claimed to be the best at MaxScripting, I still consider myself a newbie...)
It was probably my fault for being dumb then, hehe...
Maybe its due to the version im using (3dsmax 2011). So are the weights alright?
so im going through the OR/AS dump, and i just cant seem to figure out where pokemon animation files r even at... still gotta go through the other A files still
(08-06-2015, 12:25 PM)gdkchan Wrote: [ -> ] (08-05-2015, 04:39 PM)Random Talking Bush Wrote: [ -> ] (08-05-2015, 12:51 PM)gdkchan Wrote: [ -> ]I doubt. His script doesnt even WORKS with this model. I just tried it and 3dsmax given a Out of memory error, then crashes.
Well, I never said it worked with everything. Those are two that I'm gonna have to manually rip and upload.
(EDIT: Wait, "Out of memory"? I just checked and they work fine for me. Could be giving you that error since it's so poorly written, but I never claimed to be the best at MaxScripting, I still consider myself a newbie...)
It was probably my fault for being dumb then, hehe... Maybe its due to the version im using (3dsmax 2011). So are the weights alright?
Nah, I wouldn't say it's your fault, rather 3DS Max's since it tends to be finicky with MaxScripts. I've lost count of how many times I've caused memory leaks, making my computer completely lock up while writing the MaxScript for the Pokémon models.
But yeah, the weighting seems to be fine with the script, the inside of Mega Rayquaza's mouth follows the Jaw bone's rotations like it should, but it does glitch in the Ohana3DS SMD export.
not the only 1 that i've seen with pokemons having messed up rigs from Ohana3ds... i exported wailmer last night and its jaw wasnt fully rigged
i have managed to find texture animations tho for battle stages, and noticed that a few has bone animations too, even tho i havent seen any with bone movements..
Here's a quick half-dozen that I got done not too long ago. I'll work on finishing up the rest of the current requests later this week.
(08-07-2015, 08:08 PM)Demonslayerx8 Wrote: [ -> ]not the only 1 that i've seen with pokemons having messed up rigs from Ohana3ds... i exported wailmer last night and its jaw wasnt fully rigged
i have managed to find texture animations tho for battle stages, and noticed that a few has bone animations too, even tho i havent seen any with bone movements..
I can also confirm that Dewott also seems to be a bit broken with Ohana3ds.
(08-09-2015, 05:34 AM)Random Talking Bush Wrote: [ -> ]Here's a quick half-dozen that I got done not too long ago. I'll work on finishing up the rest of the current requests later this week.
Great work on those models, RTB. Keep it up!
Anyways, I still have some unanswered questions from a few days ago.
(08-01-2015, 10:47 PM)Lopunny Wrote: [ -> ]Now that's out of the way, do you know how to deal with these kind of bodygroups? Because I am confused on what to do here.
This is what the Buneary ref currently looks right now.
http://i.imgur.com/Im1BZ3M.png
However, the confusing part starts to come up when the curled bodygroup shows up.
http://i.imgur.com/niMwSot.png
Because now the tuff is floating when the curled bodygroup comes in.
http://i.imgur.com/TN0j9bT.png
At the same time, I want also ragdoll the ears, but I am not quite sure on how to approach this.
Other than that, I have been working for the past few days, trying to figuring how to move the tuff down, so it matches up with the preview image here.
http://www.models-resource.com/3ds/pokem...odel/9363/
So far this is what I have.
http://i.imgur.com/t2POifl.png
I have tried manually moving the tuff in attempt to move into the correct position, but I can't tell if this is right position due to the lack of Buneary references.
Am I doing this right or is there is a better way to move the tuff?
Have you tried using the align tool (hit Alt+A) to match it to the end of that ear bone chain / the nub bone? I have no idea if that will look right but they may have done something similar in game with the animation system.
(08-09-2015, 02:02 PM)The 100 Mega Shock! Wrote: [ -> ]Have you tried using the align tool (hit Alt+A) to match it to the end of that ear bone chain / the nub bone? I have no idea if that will look right but they may have done something similar in game with the animation system.
I tried using the align tool. It actually makes the moving process a lot easier. However, I am not too sure if this looks right, but this is the best I can do.
http://i.imgur.com/mbJmjy6.png
However, the normals in the ears are broken and even putting edit normals doesn't work.
I'm baaaaaaaaaack....
I though I was a goner for good, for my mistake of upgrading my 3DS sysnand... but I got another 3DS and I was able to install RX-tools... just I need an SD card for decrypt 3DS roms and convert them to CIAs... (Of course, before converting the roms into CIAs, I will first extract as many raw model files as I can from them and try to upload them here for further examination.
)
but it's the easiest step...
PS: RTB, thanks for the models... I wanted Sandshrew and Sandslash so badly...
Even... after a little time of thinking I had downloaded ALL the models from that post...
First half of the currently-selected batch of requests done, will definitely get the second half done before the week's over.
(08-12-2015, 06:58 PM)Random Talking Bush Wrote: [ -> ]First half of the currently-selected batch of requests done, will definitely get the second half done before the week's over.
I'm not sure if it's just me, but the eyes for Gyarados, Dragonite, Seedot, Nuzleaf, and Arcanine aren't properly working.
also curious why all these new models have so many empties with them unlike all the past ones.
(08-12-2015, 09:17 PM)Hallowpape Wrote: [ -> ] (08-12-2015, 06:58 PM)Random Talking Bush Wrote: [ -> ]First half of the currently-selected batch of requests done, will definitely get the second half done before the week's over.
I'm not sure if it's just me, but the eyes for Gyarados, Dragonite, Seedot, Nuzleaf, and Arcanine aren't properly working.
also curious why all these new models have so many empties with them unlike all the past ones.
I think it has something to do with were you're putting the eyes texture on, that's where pupils go. You can remove them though.
It's probably not just you. Were you using the .DAE files to import them? One thing I just noticed now is that 3DS Max didn't set up the texture paths properly when I saved the models to my external hard drive (which is where I've got the rest stored), so I'm gonna have to change the folder I export 'em back to the way I had it before, on my primary drive.
But I've fixed all of the .DAE files for my newest submissions so they should be reading the textures properly now, since the paths weren't set up to be relative -- the weird eye texturing is because those layers should be used for the pupil textures, with the eye textures being on the layer behind them... and what exactly do you mean by "empties"?
(08-12-2015, 10:00 PM)Random Talking Bush Wrote: [ -> ]It's probably not just you. Were you using the .DAE files to import them? One thing I just noticed now is that 3DS Max didn't set up the texture paths properly when I saved the models to my external hard drive (which is where I've got the rest stored), so I'm gonna have to change the folder I export 'em back to the way I had it before, on my primary drive.
But I've fixed all of the .DAE files for my newest submissions so they should be reading the textures properly now, since the paths weren't set up to be relative -- the weird eye texturing is because those layers should be used for the pupil textures, with the eye textures being on the layer behind them... and what exactly do you mean by "empties"?
I was using the .DAE files, and the empties just might be something with blender's parsing of the models they also have some random armatures with empties too.