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Post by alphaz on Mar 1, 2021 8:02:29 GMT 10
I never made a full post about this, but the plugin was recently updated to be able to write entirely new bones to the mesh skeleton. It will rewrite everything with whatever skeleton and whatever bone names you want when you use the option "-bones". In combination with the motlist tool for rewriting mot skeletons, you could theoretically port an entire character with their original bones and animations (though they could only be animated by your custom animations that have the correct bone names) The only complication is that there can only be 256 bones in any mesh's bone map (bones that may be rigged to) Normally, the plugin will take the first 256 bones and make them be the mesh's bone map. But if you have more bones than that, you may want some of the other bones to be in the bone map and some of the first 256 ones to not be. You can manually specify which bones are in the bone map by importing and exporting with bone numbers (or you can add the numbers to your custom bone names). Use the old option "bAddBoneNumbers=true" at the top to enable bone numbers. Also, a while back mariokart64n worked on an experiment to see if he could completely control my Noesis plugin from 3dsmax, and the result was a script called "REEM Noesis CMD.ms" I have recently edited this script to be functional as a replacement for RE Engine MESH tool, for anyone who'd like to try it as that. The script is now bundled with the main Noesis plugin download:
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Post by tessory on Mar 8, 2021 18:31:20 GMT 10
theflyingmuffin The parameters are to be entered here, after the location of the MESH file that you want to export over
Thank you very much! It's help me a lot to understad why I can't export skeleton from my fbx to RE3R mesh. Wonderfull tool!
But have another issue, after export my model to (with paremeters -flip -bones) RE3R the mesh begin flickering in animation process. Mesh dissaper in game on some animation keyframes. How to fix it? I edit mesh in Blender and export to fbx, maybe in sime option there problem. Maybe someone got same problem?
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Post by alphaz on Mar 9, 2021 15:13:49 GMT 10
Thank you very much! It's help me a lot to understad why I can't export skeleton from my fbx to RE3R mesh. Wonderfull tool!
But have another issue, after export my model to (with paremeters -flip -bones) RE3R the mesh begin flickering in animation process. Mesh dissaper in game on some animation keyframes. How to fix it? I edit mesh in Blender and export to fbx, maybe in sime option there problem. Maybe someone got same problem?
I am not sure, I have had that happen to me a few times before and it always looked like an issue with the single-LOD-hack stopping working. It usually goes away if I import it + export it over itself EDIT: I have been told that this issue is related to vignette removal by hooks and trainers such as RE Framework or IGCS
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Post by itsace on Mar 22, 2021 1:09:33 GMT 10
How do i add the holster for jill to another model? Im trying to add holster to a diffrent mod that dosen't have them but i can't seem to figure it out.
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Post by lr255 on Apr 23, 2021 4:24:20 GMT 10
Greetings - has anyone had success (or issues) using 3ds Max 2022 (edu license if it matters) with Noesis, and the REEM Noesis CMD script? To learn the basic workflows, I'm tinkering with customizing mods I've downloaded -- making small changes like moving some vertices, removing an accessory, mixing pieces from different add-ons for the same parent mod, that kind of thing. If I import a mesh, and then immediately re-export it to an RE2 mesh again, everything looks okay. But if I change anything -- even simply deleting a shape -- the export seems to skip that submesh entirely or perhaps drop texture information (clothing or body parts disappear) and the exported "newmesh" file is dramatically smaller. I did notice that when I tried to do things the "old fashioned way" and export to FBX, I get an error message to the effect of: If I re-order the modifier list for that submesh so Skin is above the Edit Poly modifiers, 3ds gives me a warning message about potential dependencies, but will allow it. I did try making the same re-ordering change before using the Export to Mesh button in the mesh tool script too, thinking maybe it was causing a silent failure in the background, but got similar results. I saw advice earlier about checking to make sure the mesh names still match, and as best I can tell, they do. I did notice in 3ds they change slightly - "LODGroup_1_MainMesh_1_SubMesh" 1 through 3, then "LODGroup_1_MainMesh_2_SubMesh" 4 through 6, whereas Noesis shows the original mesh files as resetting the SubMesh number with each - i.e. "LODGroup_1_MainMesh_2_SubMesh" 1-3 again. But I think I also saw AlphaZ say something about how the numbers 3ds tacks onto the end not mattering? (I did also try checking the "Import LOD" box on import/export because it sounds vaguely related and I'm still fumbling my way through the basics.) One vaguely related thing, the FBX export options in 3ds 2022 are very different from the originals AlphaZ posted... (insert lamenting about companies always changing their UI with every software version). i.imgur.com/26Jj9zB.png if anyone is curious. (Didn't want to post the big ol' image taking up real estate in the forum thread.) Thanks for any tips (and AlphaZ, thanks for the awesome work on the tools!) [Edit] A couple more data points -- I looked at the Data Viewer in Noesis, comparing the mesh lists for the "broken" and original meshes, and the all of the LOD group submeshes are present. At first I thought I was onto something because one screenshot I took of the broken mesh's info showed an empty value in the Material field, but when I looked again in Noesis, it properly showed the relevant material name, just like the original, and I haven't been able to replicate since. Also, I had some success using the "re import mesh" button in the script tool -- though the mesh got a little roughed up in the process (dimpled shirt fabric etc) -- in so far as the export had the edited items actually in it. But, the model somehow managed to scale up to giant size and the skeleton didn't. (I had the same issues with that mod exporting via FBX though too...)
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Post by mikajaaaa on May 5, 2021 0:56:07 GMT 10
Is it possible to export Re3 Remake model together with LODs in Noises?
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Post by fkhalid099 on May 5, 2021 8:23:40 GMT 10
ok so I need help here model_exported.fbx has 3.33 mb size and after this when i try to export this fbx file as .1808312334 (re2 mesh file ) in neosis it exports and i gets the file model_exportedout.1808312334 which i exported over my original re2 mesh file but this new exportedout.1808312334 file size should be 3.33 or near to this size but instead the file says 47.8kb size .... ........ can somebody help i am stuck here at the last point
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Post by fkhalid099 on May 6, 2021 16:40:21 GMT 10
hey alpha can we add extra bones to our model or not if yes then how ..........please help .... if it is possible
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Post by zaia24 on May 9, 2021 21:33:52 GMT 10
Good one
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Post by small on May 10, 2021 14:21:53 GMT 10
Why is this so? I tried to export without any modification, and then the input became like this, using noesis
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Post by dddkhakha1 on May 10, 2021 22:43:04 GMT 10
Will you update noesis script for RE8?
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Ada... Ada Wong :D
Posts: 9,900
Original Join Date: Aug 21, 2008
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Post by EvilLord on May 12, 2021 3:25:08 GMT 10
Why is this so? I tried to export without any modification, and then the input became like this, using noesis we cant mod the Gcloth only the body and stuff that have chain files
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Post by yanagitanjiro on May 15, 2021 18:47:29 GMT 10
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Post by Jacob "Spade Key" Stewart on May 16, 2021 5:12:01 GMT 10
Could you update the plugin? It's not fully compatible with the full game, so many models aren't generating the normal maps and what else it may need.
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Post by Amakesh on May 22, 2021 6:00:50 GMT 10
If i try to open re_chunk_000.pak (RE8) with latest version of Noesis with Noesis MESH Plugin - fmt_RE_MESH.py it does not work and gives ne an error "File is too massive (27.50 GB), and is not handled as a stream." I extracted re_chunk_000.pak with RETool and then i try to export st11_000_bedroom_in1focc.mesh.2101050001 file but, i recieve an error:
Unsupported model type Detected file type: RE Engine MESH [PC] RE8 Using this extracted natives path: B:\REtool\re_chunk_000\natives\stm\
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