I may have found a way to speed up the process. Get a batch exporter like this one: http://www.scriptspot.com/3ds-max/scripts/batch-exportimport
Using UTPT, extract all of the frames of a mesh into a single file. Import the *.3ds file into 3DS Max, then use the batch exporter to export each object into a separate *.obj file. I haven't edited any meshes with this method (I don't know much about 3DS Max), but the animations seem to work with OBJ loader and ActorX can export them.
[227] [UT] Alternate Pawns
- AlCapowned
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Subject: Re: [227] [UT] Altermate Pawns
Post Posted: 28 Aug 2012, 14:22
- Z-enzyme
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Subject: Re: [227] [UT] Altermate Pawns
Post Posted: 28 Aug 2012, 15:13
3ds files don't have vertex animations so you might need to import 3ds files into Max one by one... Just like exporting them from Unreal in OBJ format. Won't work.
- AlCapowned
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Subject: Re: [227] [UT] Altermate Pawns
Post Posted: 28 Aug 2012, 16:38
You'd still be using individual *.obj files with OBJ Loader. Why would you have to import the *.3ds files one by one when you can just import the large file, export every object to *.obj files, and then use those? If the animation works with OBJ Loader and the mesh is successfully exported with ActorX, shouldn't this work? What am I missing?
Edit: I messed around with the slith mesh so that its tusks are different. The animations are completely fine in UnrealFX, UnrealNST, and Unrealed. This definitely works, although the scale/rotation might be off because I chose a small scale in ActorX.
Edit: I messed around with the slith mesh so that its tusks are different. The animations are completely fine in UnrealFX, UnrealNST, and Unrealed. This definitely works, although the scale/rotation might be off because I chose a small scale in ActorX.
- Z-enzyme
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Subject: Re: [227] [UT] Altermate Pawns
Post Posted: 28 Aug 2012, 18:20
AlCapowned wrote:import the large file, export every object to *.obj files, and then use those?
Same thing.
- SteadZ
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Subject: Re: [227] [UT] Altermate Pawns
Post Posted: 28 Aug 2012, 20:39
Anything new coming our way soon Qtit?
- Z-enzyme
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Subject: Re: [227] [UT] Altermate Pawns
Post Posted: 28 Aug 2012, 21:01
Not really, I've got some work here and trying to get UComputer to work online.
- AlCapowned
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Subject: Re: [227] [UT] Altermate Pawns
Post Posted: 29 Aug 2012, 01:13
Qtit wrote:Same thing.
My point is that it should take less time than using 227 to export frames one by one.
- Z-enzyme
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Subject: Re: [227] [UT] Altermate Pawns
Post Posted: 31 Aug 2012, 21:13
Delacroix wrote:Hooded Nali cultists.
Ha!
- SteadZ
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Subject: Re: [227] [UT] Altermate Pawns
Post Posted: 31 Aug 2012, 22:09
Would that just be an edited Nali, or would you be creating a completely new pawn.
- Z-enzyme
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Subject: Re: [227] [UT] Altermate Pawns
Post Posted: 01 Sep 2012, 10:40
I'd make a new model, maybe with a little bit different animations. If you give me some details I can code something additional or change something in the basic Nali code, but no way I'm gonna code a pawn from scratch.
- Gizzy
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Subject: Re: [227] [UT] Altermate Pawns
Post Posted: 01 Sep 2012, 10:55
title of the thread is "altermate pawns"....dafuq
In related news, I'm loving these models! Are you modelling them using the stock models as a base to work from?
In related news, I'm loving these models! Are you modelling them using the stock models as a base to work from?
- Z-enzyme
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Subject: Re: [227] [UT] Alternate Pawns
Post Posted: 01 Sep 2012, 12:52
Why in the world no one noticed that type-o before? Thanks Gizzy.
What I basically do is I take a stock Unreal pawn, import it into 3D Studio Max with vertex animation (it's thanks to a script I've recently discovered which can import OBJ sequenced animation) and edit it's mesh and UV map, add or remove some parts, alter some parts and so on. So, no, I do not model them. I edit them.
Anyway, I'm glad you like it. Any propositions what I should do next? There's a queue:
Skaarj with Pirate hat and an eye-patch,
Armors for basic Unreal Player Pawns,
Skaarj Officers with cloaks and camo pants... Or whatever, I need to think about it,
Nali female and a child,
Nali hooded cultist...
Well, lot of work to tell the truth, but I like it.
What I basically do is I take a stock Unreal pawn, import it into 3D Studio Max with vertex animation (it's thanks to a script I've recently discovered which can import OBJ sequenced animation) and edit it's mesh and UV map, add or remove some parts, alter some parts and so on. So, no, I do not model them. I edit them.
Anyway, I'm glad you like it. Any propositions what I should do next? There's a queue:
Skaarj with Pirate hat and an eye-patch,
Armors for basic Unreal Player Pawns,
Skaarj Officers with cloaks and camo pants... Or whatever, I need to think about it,
Nali female and a child,
Nali hooded cultist...
Well, lot of work to tell the truth, but I like it.
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Subject: Re: [227] [UT] Altermate Pawns
Post Posted: 01 Sep 2012, 17:40
Qtit wrote:I'd make a new model, maybe with a little bit different animations. If you give me some details I can code something additional or change something in the basic Nali code, but no way I'm gonna code a pawn from scratch.
I didn't think that you'd want to make a new pawn from scratch, but I wa thinking maybe that the Head of the Nali cultists could have some sort of powerful staff, like this:
, and would maybe attack the player with it (when the Attitude to player is set to ATTITUDE_Hate).
Last edited by SteadZ on 28 Mar 2018, 12:27, edited 1 time in total.
- Z-enzyme
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Subject: Re: [227] [UT] Altermate Pawns
Post Posted: 01 Sep 2012, 22:52
Well, I can do animations of a staff hit but coding it, it is entirely up to you...
- SteadZ
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Subject: Re: [227] [UT] Alternate Pawns
Post Posted: 02 Sep 2012, 10:16
I was also thinking that from long range a bolt could be shot from the staff (like the Krall).
and the cloak could look like this:
and the cloak could look like this:
Last edited by SteadZ on 28 Mar 2018, 12:27, edited 1 time in total.
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