So, Nova comes packed with a sniper gun, and an animation where she uses a "melee attack" with a light saber. Here's my question:
How difficult is it for a 3d modeler at this time to export this model, remove the gun she is always wielding, along with the light saber, and create it into a format that is easy to re-import?
Then to top this off, how hard would it be to manufacture an arsenal of potential melee/ranged weapons for Nova that would fit well in her hand, as a separate model (In this list also include her default weapon and the light saber).
If this is really easy, I'd love for someone to do this real quick. If not for me, I'd love to create a quick package for players interested in doing an RPG to utilize this model to allow them to hot swap weapons according to items picked up.
That's my inquiry/request. If this is a more complicated task than it seems, then just reply that it'll take some work and I'll be on my way.
Uhhhh so if I understand right, you want to rip off her existing gun model and saber and then make it so there's an attachment point on both so you can pop w/e you want there.
Shouldn't really take more than 5 minutes really.... not like we're changing her model or anything....*runs off to 3ds max*
As requested, here you go. No blade, no sniper rifle. Animations are all still there and working fine, plus you now have a weapon hard point for each hand for site operations.
Ehh... I see it now. Dunno what's causing that aside from an incorrect attachment, but everything's right in max. It's probably still the model setting itself, but I could be wrong.
Given that only 1.6b exports correctly w/ anims right now, that's more than likely the culprit then. But at least you have something to work with for site ops w/ weapons until a new version of the exporter comes out =P
Sigh... I should have looked to see if someone had already requested/done this before I tried to tackle this problem myself. I've probably wasted around two days worth of work on my map trying to figure out a way to get a weapon attached to Nova's right hand. I tried multiple methods in 3DS but they wouldn't work; couldn't get it to attach properly there. I was starting to animate the the weapon with autokey. I even tried all of the in-game attachment methods but they all sucked because she doesn't have a hardpoint there.
Then I got the idea to see if I could figure out how to add an attachment point in the model, since I know how to do the in-editor attachment now. Came to this forum to figure out how to do that, and here was this thread. I am both relieved and frustrated. Can't wait to see this without the movement targeting glitch and hope they improve our import/export plugins soon.
Thanks again Utli for your contribution to the community.
I understand what it's like to have no time because of school. Most likely they'll work on it from time to time but they certainly won't do as mush as when they were on summer vacation. I'd rather not bug them and try to derail them from their studies and I'm super grateful for what they've given us so far.
I bet a lot of people are working on a Nova game, because she's pure awesomeness. I think what I'm most upset about is that her cinematic actor is only a model. No bones, attachment points, or animations. I think in order to help me get better acquainted with 3ds I might play around with that model and see what can be done with it.
Of course it has bones! It just lacks attachment points (piece of cake) and the needed animations (ought to be interesting). The bug shouldn't cause a problem since weapons in this kind of games shouldn't always hit the target anyway.
Bah, you're right. My Previewer was set to hide bones for some reason. Speaking of bones, it's too bad the data editor doesn't allow attachment straight to a bone, since it certainly recognizes them.
So, Nova comes packed with a sniper gun, and an animation where she uses a "melee attack" with a light saber. Here's my question:
How difficult is it for a 3d modeler at this time to export this model, remove the gun she is always wielding, along with the light saber, and create it into a format that is easy to re-import?
Then to top this off, how hard would it be to manufacture an arsenal of potential melee/ranged weapons for Nova that would fit well in her hand, as a separate model (In this list also include her default weapon and the light saber).
If this is really easy, I'd love for someone to do this real quick. If not for me, I'd love to create a quick package for players interested in doing an RPG to utilize this model to allow them to hot swap weapons according to items picked up.
That's my inquiry/request. If this is a more complicated task than it seems, then just reply that it'll take some work and I'll be on my way.
Thanks for your time guys.
Uhhhh so if I understand right, you want to rip off her existing gun model and saber and then make it so there's an attachment point on both so you can pop w/e you want there.
Shouldn't really take more than 5 minutes really.... not like we're changing her model or anything....*runs off to 3ds max*
As requested, here you go. No blade, no sniper rifle. Animations are all still there and working fine, plus you now have a weapon hard point for each hand for site operations.
@UltiDrgn: Go
It has the exact same problem I had with my snow speeder.
@tFighterPilot: Go
I'm pretty sure that's a data problem, not with the model. I copied Nova's data and switched the model, works fine. :X
@UltiDrgn: Go
Did you try shooting at it and while the unit is being shot order it to move? Because all I did was changing Nova's model.
@tFighterPilot: Go
Ehh... I see it now. Dunno what's causing that aside from an incorrect attachment, but everything's right in max. It's probably still the model setting itself, but I could be wrong.
@UltiDrgn: Go
After too many unsuccessful attempts to find the problem, I concluded that the problem is with the exporter.
@tFighterPilot: Go
Given that only 1.6b exports correctly w/ anims right now, that's more than likely the culprit then. But at least you have something to work with for site ops w/ weapons until a new version of the exporter comes out =P
Thanks :) Is there a chance to get the weapon as a seperate, no animations, model too? So I can attach it manually?
Sigh... I should have looked to see if someone had already requested/done this before I tried to tackle this problem myself. I've probably wasted around two days worth of work on my map trying to figure out a way to get a weapon attached to Nova's right hand. I tried multiple methods in 3DS but they wouldn't work; couldn't get it to attach properly there. I was starting to animate the the weapon with autokey. I even tried all of the in-game attachment methods but they all sucked because she doesn't have a hardpoint there.
Then I got the idea to see if I could figure out how to add an attachment point in the model, since I know how to do the in-editor attachment now. Came to this forum to figure out how to do that, and here was this thread. I am both relieved and frustrated. Can't wait to see this without the movement targeting glitch and hope they improve our import/export plugins soon.
Thanks again Utli for your contribution to the community.
@Mienk: Go
I asked the developer of the plugins. He said he's well aware of it, but has no time right now due to university.
@tFighterPilot: Go
I understand what it's like to have no time because of school. Most likely they'll work on it from time to time but they certainly won't do as mush as when they were on summer vacation. I'd rather not bug them and try to derail them from their studies and I'm super grateful for what they've given us so far.
oh snap, id love to see this completed bug free too =X working on a Nova game myself.
I bet a lot of people are working on a Nova game, because she's pure awesomeness. I think what I'm most upset about is that her cinematic actor is only a model. No bones, attachment points, or animations. I think in order to help me get better acquainted with 3ds I might play around with that model and see what can be done with it.
@Mienk: Go
Of course it has bones! It just lacks attachment points (piece of cake) and the needed animations (ought to be interesting). The bug shouldn't cause a problem since weapons in this kind of games shouldn't always hit the target anyway.
@tFighterPilot: Go
Bah, you're right. My Previewer was set to hide bones for some reason. Speaking of bones, it's too bad the data editor doesn't allow attachment straight to a bone, since it certainly recognizes them.
@Mienk: Go
You didn't hear this, but I may or may not be working on animating SM_Nova, Tosh, Raynor, and Zeratul.
@UltiDrgn: Go
I may or may not start animating SM_Nova and never actually use it, but rather use a different version by someone much better than I.