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Rigging and setting up a pre-animated model
Posted: Wed Apr 15, 2015 7:27 pm
by Noobasaurus
I've been trying to convert this model and its animations to a format that works with XSI, and I've done that for the most part. Right now, I'm using .lwo files to import the model and animations through point oven. I don't think that the animations are going through, though. Only the model seems to show up. I can also import a sequence of .obj files, but I would have to do this for every frame, and some of them are near 100 frames. Whenever I click on the model, XSI crashes, but I can select it by using the select all option. I don't know if this will be a problem or not. I have been able to export it to SWBF2 and it works fine there (except for the textures, but that's coming later).
So what I'm asking is: Should I keep the animations from the old model, and then rig them? Or would it be easier to just take the model itself and then rig it and animate it? I'm a complete noobasaurus at XSI, so if there is an easier way to rig something and set a character up than
this, please let me know.
Re: Rigging and setting up a pre-animated model
Posted: Thu Apr 16, 2015 10:38 pm
by AceMastermind
What kind of model and animation is it? Is this something you made in LightWave? If not, what was the original format and what program did you use to convert it to *.lwo? Have you tried converting to other common exchange formats?
Re: Rigging and setting up a pre-animated model
Posted: Thu Apr 16, 2015 10:56 pm
by Noobasaurus
It's a bear model and animations (attack, idle, run, etc). It originally came in .c4d, so I converted from that to an obj sequence (because that was the only way I could export animations from there). Then I imported the sequence into 3DS Max using a plugin called obj loader (appears in scripted primitives). The animation works fine in 3DS Max. I tried using the "Send to Softimage" option but it did not actually send the model to XSI. It worked in the past, but not now. So then I looked up compatible formats that I could export it as that would carry over the animations to XSI, and I found that .mdd and .lwo fit this. I forget if others did as well because there's a few different options in the Point Oven exporter (.mdd, .lws, .psc, .fxs, .lwo). The .mdd did not export correctly, and I found that .lwo exported fine and I loaded it into XSI. I click on what I believe is play animation and nothing happens.
Also, the "click on model and crash" issue happens on all objects. I imported a .msh of an animation earlier and the same thing happened, so I am starting to think that it is my XSI.
Re: Rigging and setting up a pre-animated model
Posted: Thu Apr 16, 2015 11:48 pm
by AceMastermind
You need to export to a format that preserves the features needed for it to work. I don't have 3ds Max but i'm almost sure it can export to FBX, try that and see if works out better. What version of 3ds Max and XSI are you using?
Re: Rigging and setting up a pre-animated model
Posted: Fri Apr 17, 2015 12:25 am
by Noobasaurus
I found the FBX import after a little while, but I get an error when importing it, probably because I got an error exporting it. At first I had an error exporting the animations, but then I baked them and I only get this one:
Code: Select all
Warning: Geometry Conversion (1)
The plug-in does not support the following objects' geometry type and will convert them to editable meshes. Morph and skin deformations may be lost.
If 'Enable in Viewport' is deactivated, closed shapes are capped and open shapes are converted to dummy objects with no edges or faces.
If 'Enable in Viewport' is active, the Viewport settings are used for the mesh conversion:
-ObjLoader001
Does this mean that I shouldn't use an obj sequence and I should try another format?
3DS Max 2014 and Softimage Mod Tool 7.5 (the one stickied in this thread)
Re: Rigging and setting up a pre-animated model
Posted: Fri Apr 17, 2015 12:34 am
by AceMastermind
I'm starting to think the original model consist of Nurbs with shape animation instead of polygons with just bone driven animation. I would need to see the file or screenshots etc to confirm anything though.
Re: Rigging and setting up a pre-animated model
Posted: Fri Apr 17, 2015 7:39 pm
by Noobasaurus
I don't believe that it has bones. What format do you want it in?
Re: Rigging and setting up a pre-animated model
Posted: Fri Apr 17, 2015 8:02 pm
by AceMastermind
If you can provide the original c4d file that would be good, I have Unwrap3d which has c4d import. It can also export formats that work very well with native Softimage import plugins.
Re: Rigging and setting up a pre-animated model
Posted: Fri Apr 17, 2015 8:12 pm
by Noobasaurus
I PMed you the original animations.
Re: Rigging and setting up a pre-animated model
Posted: Fri Apr 17, 2015 10:10 pm
by AceMastermind
Ok, well the bear is definitely polygonal with bone driven deformation. Its huge, larger than a Gorog. The skeleton has around 78 bones, I seem to recall the game having a 64 bone limit (or was it 32?). I can convert all the animations to a common exchange format, but you might want to test one before spending too much time on this. You may need to create a lower resolution skeleton and retarget the existing animations to it using MOTOR. I didn't see a file where geometry was enveloped to a static skeleton, so you'll need to make one from existing files. You'll also need to add collision, lowrez, shadowvolume and export a basepose, the usual stuff. PM sent.
Re: Rigging and setting up a pre-animated model
Posted: Sat Apr 18, 2015 11:10 am
by Noobasaurus
So how exactly would I go about this? I figured out how to scale it down (yes, it was quite large), but I'm not sure how to "combine" the model and animations. Or do I just export the animations without needing the model? And then the static model would be the geometry of the object?
Oh and what is MOTOR?
Re: Rigging and setting up a pre-animated model
Posted: Sat Apr 18, 2015 9:10 pm
by AceMastermind
Noobasaurus wrote:So how exactly would I go about this?
With a little practice, learning the software tools, reading some tutorials and watching some videos.
If you've never done this before then you are diving head first into the deep end.
Noobasaurus wrote:I'm not sure how to "combine" the model and animations. Or do I just export the animations without needing the model? And then the static model would be the geometry of the object?
You don't actually combine the model with the animation, the game does this. You envelope the bear geometry to a skeleton and export it, because the game needs this weighting info to know how your bear geometry will deform. You export a basepose.msh with just the skeleton, then you export the animations.
Noobasaurus wrote:Oh and what is MOTOR?
Motion Transfer Operator