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Author Topic: Ridley's Lair: Hats  (Read 356865 times)
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Nuke
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    « Reply #150 on: October 29, 2011, 12:27:14 PM »


    Getting the T-Stance model xD
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    Gamma Ridley
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    « Reply #151 on: October 29, 2011, 12:36:11 PM »


    Getting the T-Stance model xD

    Oh, sorry. I was saying I know how to rig.

    If I knew how to get a T-stanced model, I would have made a big exaggerated announcement because something finally went right. XD
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    Spex130
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    So very Spexcellent.

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    « Reply #152 on: October 29, 2011, 02:40:46 PM »


    Getting the T-Stance model xD

    Umm, it depends on how much you know. Do you already know how to move vertices?

    If you do, it's as simple(and as complicated) as taking the groups of vertices and moving them into a T-Stance.

    It's a lot of manual work. Blaze's model was really simple compared to THAT.

    Actually, if you want, I can try and move the vertices myself.....
    « Last Edit: October 29, 2011, 02:42:15 PM by Spex130 » Logged


    Gamma Ridley
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    « Reply #153 on: October 29, 2011, 04:59:03 PM »


    Actually, if you want, I can try and move the vertices myself.....


    Thanks, though I think I'll try a few more things first....

    Also




    3DS Max 2011

    Go get it. Now.

    Has shader issues, but I'm not too worried about them at this point. One step at a time.
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    Velen
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    Insert totally self gratifying [censored] here. ; )

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    « Reply #154 on: October 29, 2011, 06:15:15 PM »


    Crap. . .

    Now I need to get 3DSMAX 2011?

    Crap. . .
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    Nuke
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    « Reply #155 on: October 29, 2011, 06:22:35 PM »


    Umm, it depends on how much you know. Do you already know how to move vertices?

    If you do, it's as simple(and as complicated) as taking the groups of vertices and moving them into a T-Stance.

    It's a lot of manual work. Blaze's model was really simple compared to THAT.

    Actually, if you want, I can try and move the vertices myself.....
    No i really dont =/... is it hard to explain?

    cuz i wanna learn..

    @Gamma: I thought you were using 3DS Max 2011... That what ive been using =P


    @Velen: MSN now >_>
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    Gamma Ridley
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    « Reply #156 on: October 29, 2011, 06:32:48 PM »


    Crap. . .

    Now I need to get 3DSMAX 2011?

    Crap. . .

    Well, I guess you don't have to... unless you want the textures to work.

    @Gamma: I thought you were using 3DS Max 2011... That what ive been using =P

    Nah, I was using 2008 since I already had it.

    Don't see much more use for it now, since I'll probably never be a good vertexer. XD
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    Spex130
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    So very Spexcellent.

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    « Reply #157 on: October 29, 2011, 07:13:51 PM »


    Thanks, though I think I'll try a few more things first....

    Also







    3DS Max 2011


    Go get it. Now.

    Has shader issues, but I'm not too worried about them at this point. One step at a time.





    That's NICE.
    « Last Edit: October 29, 2011, 07:53:31 PM by Spex130 » Logged


    Nuke
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    « Reply #158 on: October 29, 2011, 07:15:57 PM »


    I Think im on to something for the t Stance =D... but i need to know how to add a bone Structure in 3DS... If you can explain how, i think i got our t stance solution =)
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    Gamma Ridley
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    « Reply #159 on: October 29, 2011, 07:25:04 PM »


    I Think im on to something for the t Stance =D... but i need to know how to add a bone Structure in 3DS... If you can explain how, i think i got our t stance solution =)

    How to "add" a bone structure? As in, make a completely new bone structure?

    Or would importing a prexisting structure work?

    Describe your solution to me por favor. /:
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    Nuke
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    « Reply #160 on: October 29, 2011, 07:30:34 PM »


    Importing a prexisting structure
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    Gamma Ridley
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    « Reply #161 on: October 29, 2011, 07:33:05 PM »


    Importing a prexisting structure

    Oh well that's easy. Convert a character into a DAE (using AiS, I'm guessing you know how that works) and import the character into 3DS.

    Select all the polygons, and delete them. You'll be left with the skeleton.
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    Friedslick6
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    « Reply #162 on: October 29, 2011, 07:45:05 PM »


    For obtaining captures of unposed models, you could try using 3DVia Printscreen. 3DVia Printscreen sometimes reads the model from indirect memory, resulting in an unposed capture. After taking the capture, you can check the resulting .3dxml with the 3DXML Viewer linked on the same page, and if the desired model is unposed you could import it into 3D Studio Max using KoichiSenada's .3dxml import script.
    The script requires that you make and save a new scene through the script, load the capture and read it in that order. Also, textures from the imported capture are saved in the "C:\Documents and Settings\*\My Documents\3dsmax\sceneassets" directory by default, with * being your computer's username.
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    Gamma Ridley
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    « Reply #163 on: October 29, 2011, 07:48:39 PM »


    For obtaining captures of unposed models, you could try using 3DVia Printscreen. 3DVia Printscreen sometimes reads the model from indirect memory, resulting in an unposed capture. After taking the capture, you can check the resulting .3dxml with the 3DXML Viewer linked on the same page, and if the desired model is unposed you could import it into 3D Studio Max using KoichiSenada's .3dxml import script.
    The script requires that you make and save a new scene through the script, load the capture and read it in that order. Also, textures from the imported capture are saved in the "C:\Documents and Settings\*\My Documents\3dsmax\sceneassets" directory by default, with * being your computer's username.


    You got all that, Nuke?

    He's the one ripping everything, and I don't understand most of that. XD

    I hope this works. Even if it doesn't I appreciate your help. :]
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    Nuke
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    « Reply #164 on: October 29, 2011, 08:53:09 PM »


    Ok ill try what i was thinking first and then ill try that..

    but i need a good AiS... the one i had Downloaded didnt work for some reason =/... Cant i just take a bone structure from here and import it to 3DS?
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