trying to learn
Posts: 196
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Post by themimegogo on Feb 21, 2019 17:31:31 GMT 10
The last few weeks have been a wonderful time of learning for me. Although different bits and pieces of information are pretty much spread across different threads and posts, everything anyone needs to learn is all there.
That said, I'm super thankful to the vets who've been here the longest; Fluffyquack, Zero, Zealot Tormunds to name a few. Their tools, and effort opened the way for newbs like me to learn to work on my own stuff.
Anyway, my WIP replaces the sheriff costume.
Unresolved issues:
- unfinished skinning - using a smaller skeleton not proportional to the actual character model. causing weird deformations in all the wrong places imgur.com/VJgG8Lc- just today, player freezing after cutscene
If anyone has any information on:
- how to import custom skeletons - how to deal with this freeze
I would be extremely thankful for your input.
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trying to learn
Posts: 196
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Post by themimegogo on Feb 22, 2019 16:22:31 GMT 10
Update:
- fixed the freezing character after cutscene issue (found that your pfb.16 must be complete to prevent the freeze) - also settled the re-appearing sheriff head - fixed more skin issues
to do:
- fix wetmap
- edit mask perhaps.
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Posts: 13
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Post by rocketlombax on Feb 23, 2019 3:20:17 GMT 10
This looks fantastic! I love a well managed port. I am curious though, he seems to be differently proportioned than Leon. Does the game actually support uniquely shaped skeletons? In my experience, a lot of games snap the bones to the positions the animations use, but this seems a little different.
Gotta say though, the fast progress of the modding community never fails to impress!
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trying to learn
Posts: 196
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Post by themimegogo on Feb 23, 2019 19:25:05 GMT 10
This looks fantastic! I love a well managed port. I am curious though, he seems to be differently proportioned than Leon. Does the game actually support uniquely shaped skeletons? In my experience, a lot of games snap the bones to the positions the animations use, but this seems a little different.
Gotta say though, the fast progress of the modding community never fails to impress!
Lol thanks. Its actually the problem i am dealing with right now. The og Taskmaster model was large, around the size of Mr. X and Ive already scaled him down in an attempt to match the proportions of the Leon Skeleton. The last few days ive been going back and forth adjusting the shoulders and elbows... but they really look bad. In the next week, im likely going to modify the mesh again to get it even closer to Leon's proportions. If there was only a way to re import the skeleton into the game, itd save me a lot of trouble, but there is no method for doing that at the moment (that im aware of). So i gotta make the mesh conform to the skeleton.
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trying to learn
Posts: 196
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Post by themimegogo on Feb 24, 2019 18:16:16 GMT 10
I think I'm royally screwed.
seems like no amount of scaling down is allows Taskmaster to force fit into Leon's skeleton.
the in-game skeleton is too short for Taskmaster's arms. I'm gonna see how I can "wing it" but the hand's and wrists will likely take a hit.
Does anyone know if it's possible to import in a modified rig back into the game?
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Post by colonelfaulkner on Feb 24, 2019 22:59:40 GMT 10
Even with the unresolved struggles going on: GODLIKE! *hands down*
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Posts: 13
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Post by rocketlombax on Feb 25, 2019 6:14:59 GMT 10
Sadly, you'll need to scale his body parts individually. I don't know anything about that modeling program, but usually in a case like this, I'd load up a model with its original skeleton, along with the model I'm trying to match it to, and then go to the bones of the model I'm trying to port, and shrink or enlarge body parts as needed. Then apply the modifiers to the model. That way I could reparent the skeleton (the Leon skeleton in this case) to the model without as many proportional problems. As you'd be scaling joints with the bones, it should look more organic than when someone tries to modify the model more directly. As long as the model's skinning is decent, it should be relatively smooth.
It might not leave the model entirely accurate to the original proportions, but it would at least fit and animate properly. I use Blender myself, so I'd know how to do that with that program, but this one has gotta have similar functions!
Like as a start, it looks like you may need to shrink Taskmaster's arms a bit, and then his hands to fit. Until someone finds a way to make modified skeletons work, it's your best option for the time being.
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trying to learn
Posts: 196
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Post by themimegogo on Feb 25, 2019 17:01:43 GMT 10
Yeah, I've been spending most of today - reworking the Taskmaster mesh itself. I did find a way to kind of fast cheat the thing tho. I have an A-pose of Taskmaster that already has it's own skeleton beforehand. So what I am currently in the middle of doing is - using his original skeleton, pose him to match the pose and scale of the re2 game characters. then purposely scale down the limbs where necessary. he kinda looks like he has shorter arms now, but the gives him a more muscular look. and the shorter arms, hopefully wont be so noticeable in game.
Progress:
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trying to learn
Posts: 196
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Post by themimegogo on Feb 25, 2019 17:02:42 GMT 10
Even with the unresolved struggles going on: GODLIKE! *hands down*
Thank you bro. believe me the encouragement helps lol. I've been on the verge of bashing my head against the table from all the times i had to repeat lol.
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trying to learn
Posts: 196
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Post by themimegogo on Feb 25, 2019 18:53:32 GMT 10
Current Progress:
At least now, I have a proper smaller scale, the arms got shorter a bit, but its not so noticeable... pending issues:
- another round of skinning clean up - really need to work on that dam wetmask (stuck here at the moment) - considering to take the holster from the sherrif so the pistols wont be magially floading next to his thigh
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trying to learn
Posts: 196
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Post by themimegogo on Mar 1, 2019 16:20:26 GMT 10
I went thru quite the ringer - testing - retesting the textures. Did a lot of trial and error, and I guess I found an acceptable balance that works for Taskmaster. it won't ever be as good as any of the default characters, but I made the most with what I had, including the lack of experience with shaders. That said I have very few remaining issues I need to deal with before I share the mod. (1) Normal Map looking issue - but is actually not. This is a Mesh issue that I have noticed around since the first time i imported him into the game. I've swapped around the textures, the normal maps even the uneditable mask files, but these weird things stayed consistent. I'm gonna need to study up on the uv editors of max and maya - hopefully this can be dealt with.
remember - this is NOT a normal map issue.
in max, the geometry looks fine. I suspect it maybe flipped uvs appearing on the wrong side? not really sure tho
If anyone has any insight on this - i'd be eternally grateful for the help. (2) The shiny belt. Strange thing, after modifying the sherrif belt (simply by deleting some pockets, and the cuffs, the exorted mesh turned shiny on its own, and i didnt modify any of the textures eiter. In addition, looking at the source pak files, I only found an almb and a nrmr texture for this. there is no ATOS file - so i might be go and edit the almb file. hopefully it fixes the problems
I'll share the mod after i deal with these 2 issues first i gotta roll up my sleves and study the max and maya uv editors.
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Post by colonelfaulkner on Mar 1, 2019 17:32:44 GMT 10
I'll hop in first moment you consider it good enough for public sharing - even with some backpacking problems it ain't too shabby/bad not to get the opportunity to play as a really remarkable char! And your dedication needs to be recognized imo!
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trying to learn
Posts: 196
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Post by themimegogo on Mar 2, 2019 16:21:48 GMT 10
Found that the edit normals modifier was causing all these shiny weirdness on the belt.
Dealt with it as best i can. Will be release the mod in a few hours.
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