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Post by ryuhayabusa94 on Apr 9, 2015 21:08:34 GMT 10
I think the most useful thing for adding bones is for model with long hair. Most of the girl in RE have short hair (maybe to prevent a zombie grab her hair and eat her ) and when we mod new model with long hair, the long hair will be as hard as wood, because it has no weight of physics. It look very boring and disgusting. If someone here has ever use MMD, you know that the hair and dress phgsics of MMD is awesome. I mean, the girl of RE are tough but they are still girl and need feminine. So please codeman in your upcoming scripting take this into reality.
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Post by CodeMan02Fr on Apr 10, 2015 4:06:52 GMT 10
JTeghius Kittius, EvilLord and ryuhayabusa94 sorry for the disappointing but whatever you are looking for can be done with vertex weights. There is a tricky way to do this but it can be done. Of course not a perfect and complete movement but this can be done. Anyhow CODEMAN I tried your last script in re rem and it works like a charm. thank you it cleaned a lot of bugs and delivers a smooth finish. the only thing I noticed is the vertex weight somehow the head got messed up. it can be fixed manually but it is weird. only in cut scenes because in game only has one bone but in cut scenes has several so something weird but maybe that is something else. Thank you for your script. I will try it on re rev and re rev 2 and let you know. thanks again yup seems there is some more fix i have to do on some cutscene's model vertex format to make it perfect, still fixed some shit but not yet uploaded new version.
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SetMode : Enraged Mad Dog ---> SetMode : Ok
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Post by CodeMan02Fr on Apr 10, 2015 4:11:06 GMT 10
I think the most useful thing for adding bones is for model with long hair. Most of the girl in RE have short hair (maybe to prevent a zombie grab her hair and eat her ) and when we mod new model with long hair, the long hair will be as hard as wood, because it has no weight of physics. It look very boring and disgusting. If someone here has ever use MMD, you know that the hair and dress phgsics of MMD is awesome. I mean, the girl of RE are tough but they are still girl and need feminine. So please codeman in your upcoming scripting take this into reality. i will try at least lol, not sure it will work as we expect as adding bones need a lot more things to be rebuild in the exporter to write all data and modify also all the files offsets another time.
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Post by ryuhayabusa94 on Apr 12, 2015 20:45:16 GMT 10
dao5 models maybe ? hell yes they are easily riped on the pc version , even locked costumes lol some girls cops outfits in this game are really nice ^^
Hey codeman, I'm modding Rebeca as Tina (just the cutscene model now). Here the link: residentevilmodding.boards.net/thread/4208/rebecca-tinaComment are welcomed, I can't replace Rebecaa hair with Tina hair . Can't understand why.
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Post by ryuhayabusa94 on Apr 12, 2015 20:49:03 GMT 10
JTeghius Kittius, EvilLord and ryuhayabusa94 sorry for the disappointing but whatever you are looking for can be done with vertex weights. There is a tricky way to do this but it can be done. Of course not a perfect and complete movement but this can be done. What is vertex weight? Can you tell more about it?
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SetMode : Enraged Mad Dog ---> SetMode : Ok
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Post by CodeMan02Fr on Apr 14, 2015 0:13:42 GMT 10
this is the amount each vertex is deformed from a mesh bone position. in game the skeleton is animated , then the vertex are defromed according to the bones they are assignated to, each vertex can have up to 8 bones assignated to it for facial anims,
and by standard 4 bones for the other body parts. each bone assignated to a vertex can set a deformation amount to this vertex to make the animation look more realistic. let's say you use only 1 bone per vertex you will get a blocky looking character like a LEGO character when animated, with more bones and their vertex weight you can make it more curved, more life alike.
hope i explained well, not sure you understood with my explanation lol.
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Post by ryuhayabusa94 on Apr 18, 2015 13:58:24 GMT 10
That is normal weighting, I think zer0 is saying about it takes some other steps to do the tricky way.
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Ada... Ada Wong :D
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Post by EvilLord on Apr 18, 2015 22:26:25 GMT 10
codeman any news on bone movement add on and what about Re5 support XD
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Post by CodeMan02Fr on Apr 19, 2015 4:09:52 GMT 10
not had enought free time to work on it , quite busy at work and not at my home this week end so it is still in my todo list , just need to find some free time to work on it , only free time i had was used to do coop with my son on re5 to unlock it's bonus on re5 lol.
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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 Apr 19, 2015 11:51:12 GMT 10
not had enought free time to work on it , quite busy at work and not at my home this week end so it is still in my todo list , just need to find some free time to work on it , only free time i had was used to do coop with my son on re5 to unlock it's bonus on re5 lol. ooohhhh yeah its ok xD just wanted to hear where it was going so far thanks for the feedback
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Post by ryuhayabusa94 on Apr 21, 2015 1:27:54 GMT 10
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"Hey, I'm not going anywhere. I'm the only cop left alive in this building!"
Posts: 457
Original Join Date: Nov 4, 2011
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Post by Scout on Apr 26, 2015 13:06:51 GMT 10
When I import any model from the game into 3ds Max 2014, I get no root bone. (B_0_1) I have no idea what's wrong. And I also get this weird error when I repack the arc and try to use the model in-game (crash upon game starting, like, actually loading into the save). Any help is, very, very appreciated.
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Post by CodeMan02Fr on Apr 26, 2015 14:15:53 GMT 10
i don't knowfor max 2014, only tested and certified to work on 2009, 2010,2011,2012 versions.
for the root bone it is b_256_0 .
for your error seems your arc file was not repacked with zll files, just put the file where it must be or unpack your files to get it working.
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Posts: 92
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Post by ryuhayabusa94 on Apr 26, 2015 16:06:37 GMT 10
When I import any model from the game into 3ds Max 2014, I get no root bone. (B_0_1) I have no idea what's wrong. And I also get this weird error when I repack the arc and try to use the model in-game (crash upon game starting, like, actually loading into the save). Any help is, very, very appreciated. The root bone new name is b_256_1, not b_256_0
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"Hey, I'm not going anywhere. I'm the only cop left alive in this building!"
Posts: 457
Original Join Date: Nov 4, 2011
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Post by Scout on Apr 27, 2015 1:02:22 GMT 10
When I import any model from the game into 3ds Max 2014, I get no root bone. (B_0_1) I have no idea what's wrong. And I also get this weird error when I repack the arc and try to use the model in-game (crash upon game starting, like, actually loading into the save). Any help is, very, very appreciated. The root bone new name is b_256_1, not b_256_0 Thanks! Oh yeah, codeman, it's a good thing I still have a copy of 3ds max 2012 somewhere.
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