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Re: kit skinnedmesh editing

Posted: 2015-01-30 03:37
by Insanitypays
bump!

Marius, I'm assuming you've solved your problem, but if not, I may have some more information...

Setting the pivot to 0,0,0 is important, but you also need to make sure you freeze transformations. Use Reset XForm from your utilities panel, then reskin the object.

If you rotate or move the object, make sure to reset the transformations again. In order to move/rotate it without messing up the xform, select it by its verticies, faces, or edges instead.

1) Link Heirarchies
2) Set pivot to 0,0,0
3) Reset xform
4) Skin
5) Export

Again, I'm assuming you've solved the problem, but it can't hurt to share more info. This could possibly serve as a future reference for other modders who have had similar issues.

Re: kit skinnedmesh editing

Posted: 2015-02-07 04:59
by marius1986
'[R-CON wrote:Insanitypays;2053734']bump!

Marius, I'm assuming you've solved your problem, but if not, I may have some more information...

Setting the pivot to 0,0,0 is important, but you also need to make sure you freeze transformations. Use Reset XForm from your utilities panel, then reskin the object.

If you rotate or move the object, make sure to reset the transformations again. In order to move/rotate it without messing up the xform, select it by its verticies, faces, or edges instead.

1) Link Heirarchies
2) Set pivot to 0,0,0
3) Reset xform
4) Skin
5) Export

Again, I'm assuming you've solved the problem, but it can't hurt to share more info. This could possibly serve as a future reference for other modders who have had similar issues.
thank you for you post))
I knew all of it,and I did with exception Reset xform.
I decided this problem last evening,after 4 months of attempts :-x .
the problem consists in that - in used kit skinnedmesh file ,one of а kit(my modified at-kit with rpg launcher) used textures from 2 dds files(original from BF2 Special Forces and for rpg launcher - from Project Reality) and had 2 materials
http://i.imgur.com/oYGNBjf.png?1
I copy the rpg launcher textures from PR dds file and added in my new dds file(both maps - difuse and bump).
after I edited the UVW map for rpg launcher.
and the last step - I specified the my at-kit material map for rpg launcher.
and this is result https://www.youtube.com/watch?v=Hu7dBJD ... e=youtu.be

Re: kit skinnedmesh editing

Posted: 2015-02-07 10:38
by Insanitypays
Looks awesome. You should probably weight the launcher to either spine3 or spine2 instead of the torso. It'll look a bit more natural. Glad you figured all this out ^^

Re: kit skinnedmesh editing

Posted: 2015-02-07 13:14
by marius1986
[R-CON]Insanitypays wrote:Looks awesome. You should probably weight the launcher to either spine3 or spine2 instead of the torso. It'll look a bit more natural. Glad you figured all this out ^^
i weighted it at mesh15(original erix is weighted on it).
but yes,is possible for spine 2 or 3 it will look better(naturaly).i will try :-)

Re: kit skinnedmesh editing

Posted: 2015-02-07 13:29
by Insanitypays
the Eryx is diagonal to the back while the RPG is vertical. Its good to take that stuff into account.
I can tell you're making good progress though, keep it up ;)

Re: kit skinnedmesh editing

Posted: 2015-02-07 13:36
by marius1986
[R-CON]Insanitypays wrote:the Eryx is diagonal to the back while the RPG is vertical. Its good to take that stuff into account.
I can tell you're making good progress though, keep it up ;)
thank you
I will try :-)

Re: kit skinnedmesh editing

Posted: 2018-02-17 21:05
by marius1986