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Post by ryuhayabusa94 on Feb 28, 2015 19:18:44 GMT 10
HHi everybody, I don't know if I am the only one facing this proble, but when I import .mod file of original model into 3dmax, the weight of each mesh is not imported correctly. So after I Skin Wrap and transfer weight my new model is deform incorrectly at certain part. Is this the imperfection of the max script 1.1.6?
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Post by ryuhayabusa94 on Mar 1, 2015 2:57:04 GMT 10
Here is how I rotate the abdomen bone of Chris Star: And not only his hand have no weight but his face is distorted: Meanwhile his right arm is ok? And
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Post by ryuhayabusa94 on Mar 1, 2015 3:01:54 GMT 10
Meanwhile his right arm is ok??? But his gun on his thigh just doesn't follow his thigh: Is this the error of my 3dmax, I use max 2012 64 bit. Or the error of the script?
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Original Join Date: Jul 27, 2007
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Post by George on Mar 1, 2015 3:11:28 GMT 10
I also notice that problem with Chris and a problem with one of his fingers bone (right hand) its to large also codeman there is any way to give skin data on the pieces of mesh that dint have any? those ones can be only viewed on wireframe mod but many times we cant export them because makes the script crash so we can only hide them or put a 0 on the lod mesh.
Also ryuhayabusa94 there is nothing wrong with max studio i have the same version and i managed to port fine over Chris.
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Ada... Ada Wong :D
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Post by EvilLord on Mar 1, 2015 4:45:23 GMT 10
that is the scripts fault im not sure if Codeman will ever figure out rigging problems on that old script XD
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Post by ryuhayabusa94 on Mar 1, 2015 15:04:45 GMT 10
still in the work as there is some vertex def that changed from re:rev to re:remake, also some were not right and some were unfinished so it will need to be fixed later as i can't test every mesh in the game lol Thank you EvilLord for the info. I also saw that not only the script import incorrect weight, but after transfer weight to new model the script export incorrect weight at some mesh too. I said that because after I transfer weight to the new mesh and the new mesh deform very good within 3dmax, but after export and run, the new mesh ingame deform so terribly and looks like it was torn apart. Hope that Codeman notice this and fix the script soon. If you need someone to test the script I can help you Meanwhile many guys in this forum seems to know hot to fix this problem and still create good remodification model for RE Remaster, anyone give me a hint how they 're doing that?
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Post by CodeMan02Fr on Mar 1, 2015 16:02:07 GMT 10
to what i see on the screenshoot it looks like vertices are not assignated to correct bones, i will try to look at it today as it is my last day of hollidays / The Chief> there is imported mesh with no bones attached ? post the full 3dsmax object names here so i will have a look.
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Post by ryuhayabusa94 on Mar 1, 2015 17:23:28 GMT 10
to what i see on the screenshoot it looks like vertices are not assignated to correct bones, i will try to look at it today as it is my last day of hollidays / The Chief> there is imported mesh with no bones attached ? post the full 3dsmax object names here so i will have a look. I meet two problems: - Some bone affects vertices that are very far from them (a b_1_2 bone affect vertices on knee ), which makes no sense. However, these bone affect very little (absolute efect <0.01 I think) - Some bone do not affect vertices that must be affected by the bone, or the bone affects very little on such vertices. This is the situation you see above. Hope that give you some infomation
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Post by CodeMan02Fr on Mar 1, 2015 17:54:01 GMT 10
checked in my own loader and all load correctly, then i checked vertex weights in max and found an issue : if bone id b1 = b2 (same bone id twice, then max don't asign it, seems skin wrap want 2 different bones maybe ?
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Post by ryuhayabusa94 on Mar 1, 2015 18:10:22 GMT 10
I think the problem maybe not from Skin Wrap. If you only import the original .mod file and haven't done anything, then rotate some bone and you will find some vertices will not move.
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Post by ryuhayabusa94 on Mar 1, 2015 18:12:04 GMT 10
This is weight of Rebecca cowGirl body due to bone b_0_1. It's strange because b_0_1 is not supposed to affect the knees. This is weight of Rebecca cowGirl body due to bone b_2_3. (I check the blue region and the Abs\. Effect in Weight Proerties is 0.0, stange, maybe the value is less than 0.01)
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Post by CodeMan02Fr on Mar 1, 2015 18:18:13 GMT 10
i will investigate the skeleton loading to be sure it is correctly loaded
edit : found out that matrix palette was not used actually witch would cause vertex to be assignated to wrong bones id's if the bones don't came in order in original matrix palette i am fixing it currently but : - it will take time - i need to modify ALL the Loading AND Export for each vertex def to fix this shit erf
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Post by CodeMan02Fr on Mar 1, 2015 19:54:47 GMT 10
bone 0 is the root bone so it affect all the mesh vertices because of each bone parent so this is normal
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Post by ryuhayabusa94 on Mar 1, 2015 22:08:29 GMT 10
Root bone does not necessarily affect knee vertices, because root bone control 100% thigh and then knee bone, which in turn control those vertices. Anyway that maybe a minor problem. I don't know about matrix palette, but maybe that is the major problem. No pressure on you to fix the script quickly,but I'm so excited about the ability of this modding script when it's fixed.
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Post by CodeMan02Fr on Mar 1, 2015 22:38:04 GMT 10
added matrix palette loading and on export it may fix the vertex assignated to wrong bones but the unassignated vertices are still here thoses ones are making me crasy, maxscript sucks grrr
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