Author |
Message |
blade32232
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Friday, August 19, 2011
I just added animations to he vintage Vegeta blue jumpsuit and exported the model and what not but I have problems anyone know how to fix it
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JayREEZY
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Friday, August 19, 2011
Major problem with the model's tags is what it looks like.
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blade32232
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Friday, August 19, 2011
well I have the .md3 exorter for 3ds max 2011 and I tagged for the torso tag_torso,tag_torso01,tag_left,tag_right,tag_weapon and for the head I tagged tag_head,tag_eyes is that what I needed
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Zielan
KoRnified
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Friday, August 19, 2011
You didn't tick "Position related to tag"
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blade32232
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Friday, August 19, 2011
well I'm only just learning this stuff so yeah
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NELLO!!
Mitico
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Friday, August 19, 2011
Zielan wrote : You didn't tick "Position related to tag"
Only this way you do, you should be able to fix it and then we'll do the rest many attempts
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blade32232
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Friday, August 19, 2011
acturally I did do the position relative to tag and I set the head to tag_head the torso to tag_torso and the legs to tag_floor is that what I was meant to do?
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Zielan
KoRnified
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Friday, August 19, 2011
blade32232 wrote : acturally I did do the position relative to tag and I set the head to tag_head the torso to tag_torso and the legs to tag_floor is that what I was meant to do?
Head= tag_eyes,tag_head Position relative to tag_head
Torso= tag_weapon,tag_left,tag_right,tag_torso,tag_head
Legs= tag_floor,tag_torso
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blade32232
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Friday, August 19, 2011
Thanks Zielan that should help a lot :d
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blade32232
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Friday, August 19, 2011
so with the tags is it:
Only the following tags:
Head - tag_eyes,tag_head
Torso - tag_weapon,tag_left,tag_right,tag_torso,tag_head
Legs - tag_floor,tag_torso
Position Relative to tag:
Head - tag_head
Torso - tag_torso
Legs - tag_floor
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Zielan
KoRnified
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Friday, August 19, 2011
yeah
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blade32232
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Friday, August 19, 2011
didn't work I still have the same problem
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Zeth
The Admin
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Friday, August 19, 2011
It's most certainly a tag issue so make double certain that tag_torso is in both upper/lower and named correctly. Re-export both of these pieces.
Do we have a tag tutorial/guide presently? And if we do, does it cover the concept of the aura tags?
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Shenku
RiO Incarnate
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Friday, August 19, 2011
How did you setup the tags? Can you show us a screenshot of their locations in the model before you exported them?(And maybe a screenshot of the settings you're using as you export them too..)
From what I can tell, this looks like it's similar to an issue I first had when I first started creating characters, and if I recall correctly it relates to how you're exporting the model, and which settings you're using. Judging from your screenshot in the first post, I'd say it's the torso tag or the floor tag that are messed up, which means it's either the upper or the lower(head looks fine...).
Oh, and for a good reference point on tag placement, take a look at these.
head: http://yfrog.com/bgheadtagsp
upper: http://yfrog.com/mzuppertagsp
lower: http://yfrog.com/mylowertagsp
They're some screenshots that Mastap linked to me back when I was first learning, and show where all the basic Quake 3 tags go, as well as the additional aura tags that you'll need if you want the character to have an aura.
Edit:
Zeth wrote :
Do we have a tag tutorial/guide presently? And if we do, does it cover the concept of the aura tags?
I don't think there's a full tutorial for the tags really, but I think it'd be helpful for someone to make one at some point...(I might include it in my full character tutorial, if I ever get around to finishing it...)
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blade32232
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Friday, August 19, 2011
I'm not the one who rigged this and what not it's the vintage bluejump suit Vegeta by MDave I think it was and I have no idea how to tag stuff but I think it already has tags in it
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Shenku
RiO Incarnate
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Saturday, August 20, 2011
blade32232 wrote : I'm not the one who rigged this and what not it's the vintage bluejump suit Vegeta by MDave I think it was and I have no idea how to tag stuff but I think it already has tags in it
Most of the vintage models are only partially tagged, and some of the tags were done wrong actually. And the rig doesn't matter, it's the tags that are causing the issue here.
To make a tag, all you need to do is make a polygon, and weld all the vertices into one(either through the weld tool, or target weld). Next, you parent each tag to the appropriate body part(such as how they're displayed in the images I linked). And finally, you add a random primitive really far in front of the character, and give a "look at" constraint to both the torso and the weapon tags so they're always pointed at the primitive.(The primitive is not exported, it's only there to correctly orient the tags for when they're exported)
This would take care of how to make the tags, but unless I know exactly which check boxes you're clicking when you export, I can't say for certain what's wrong with them in-game... I believe it is one of the export settings though.
Try re-exporting them, and hit printscreen on your keyboard then paste it into Paint or some such to capture an image of the export settings you're using.
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blade32232
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Saturday, August 20, 2011
these are the options I use
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Shenku
RiO Incarnate
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Saturday, August 20, 2011
That might be it right there. From what I can see in the screenshot, you're exporting the model without the tags...
Make sure before you export that you always select the model and the tags you need, not just the model. If you have to, go into the object selection menu("h" by default), and select the model and tags manually.
And un-check the "only following tags" option, and leave the box blank. I'm assuming that you thought that it would include the tags for you, but since it looks like you didn't have the tags selected when you clicked the "export selected" button, it won't do anything since the tags aren't "selected" to be exported.
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blade32232
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Saturday, August 20, 2011
ohk I got the head and torso to be attached to the legs but 1 the legs are not the same color as the torso and there are no animations on the torso
plus now when ever I start up ZEQ2 it crashes right away because of the legs model
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blade32232
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Saturday, August 20, 2011
ohk new problem I've got it all fixed up except when the character jumps and falls back down the torso and head go invisible.
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Shenku
RiO Incarnate
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Saturday, August 20, 2011
blade32232 wrote : ohk new problem I've got it all fixed up except when the character jumps and falls back down the torso and head go invisible.
I believe that's an error you'll see because of problems with the exporter itself. Open each model part in Misfit Model 3D, and resave them from there(if it asks you if you want to load all parts of the character when you open a file, click no), it will correct any errors caused by the 3DS Max exporter. You'll need to do this every time you export a character from Max.
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blade32232
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Saturday, August 20, 2011
well I have misfit model 3D but it says the files are not supported
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Shenku
RiO Incarnate
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Saturday, August 20, 2011
blade32232 wrote : well I have misfit model 3D but it says the files are not supported
You're opening the .md3 files right(not the max files)? Sometimes it acts a little goofy, so you might need to rename the file temporarily and/or move it to your desktop before opening it with Misfit Model 3D. For renaming it, just add a 1 to the end(upper1.md3 for example), and then open it, but be sure to change it back when you're done.
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blade32232
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Saturday, August 20, 2011
my Misfit Model 3D doesn't support md3
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JayREEZY
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Saturday, August 20, 2011
Mine doesn't either.
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