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3 Dimensional Chat / Art assets and scaling.

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KISTech
16
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Joined: 8th Feb 2008
Location: Aloha, Oregon
Posted: 18th Mar 2008 01:27
I'm finding that because the art assets that I am accumulating for my game are coming from different sources that they are almost all different sizes from each other. Then I find myself using 5 different programs to convert this to that, to get it into this package so I can modify it and export it to the proper format for the game.

With everything at different sizes, I'm wanting to hear from those that have made a 3D game how you tackled the problem of scaling. Did you just do it on the fly when you load the model into the game, or did you scale all the models to the right size and just load them straight into the game?

Ben Johnson
17
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Joined: 6th Jul 2007
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Posted: 18th Mar 2008 01:54
Personally when theres say a pack of models. For example weapons I just use commands to rotate, set pivot and scale them because they would be generically the same scale and rotation if there from the same source, however odd bits I tend to rotate and scale occordingly in fragmotion since it covers most 3d formats.
KISTech
16
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Joined: 8th Feb 2008
Location: Aloha, Oregon
Posted: 18th Mar 2008 02:28
I hadn't tried FragMotion yet. I just downloaded the trial and I can see now why the artist I got these models from is having such a hell of a time. I can't get it to export to DirectX format with anything but the last animation.

That likely will solve my scaling problem though.

Thanks.

RUCCUS
19
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Joined: 11th Dec 2004
Location: Canada
Posted: 18th Mar 2008 02:51
In Wings 3D, you can save bounding boxes, and then use these bounding boxes to scale all of your objects to. Its as simple as taking a model thats the correct scale (so if you had a correct human, and a bunch of different scaled human models, youd select the correct human), going to tools > save bounding box, then select all your other human models and tools > scale to bounding box. Now they'll all be the same scale. Try it out.

KISTech
16
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Location: Aloha, Oregon
Posted: 18th Mar 2008 03:22
That sounds cool.

YAY!!!! I finally got one of the models to export correctly without holes in the model and without messed up animations.

I had to export from FragMotion to Milkshape, then use Milkshape's DirectX 8 exporter. Go figure, but it worked.

Now to tackle scaling so I don't have to make a game about a 50 foot tall woman. The movie was bad enough, I don't think the game would do any better.

jasonhtml
20
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Joined: 20th Mar 2004
Location: OC, California, USA
Posted: 18th Mar 2008 05:37
i just have a list of data for all of my objects that includes offsets, scaling, ect. this also makes it easy to make slight changes.

Phosphoer
16
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Location: Seattle
Posted: 18th Mar 2008 07:50
I haven't ever used a model pack, I model most everything myself with the help of a few team members.

I just make sure everything is scaled correctly in my modeler of choice(Blender), and export it like that. I'm not really able to scale things in game because I'm using the Newton collision system which doesn't seem to approve of scaling objects after loading them.

I've worked out that one Blender unit is equivalent to about a foot in my game, so I pretty much go from there.

One thing you could do would be to load all your objects into one scene, and scale them according to how you'd like, then export them individually.

This is a random sentence about squirrels.
KISTech
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Location: Aloha, Oregon
Posted: 18th Mar 2008 18:50 Edited at: 18th Mar 2008 19:52
@Phosphoer,

That's sort of what I'm starting to do now. I've loaded a reference model that I've scaled to fit in the game without having to change it once it's loaded in the level. Then I'm scaling everything around that model to get things looking right.

My current problem is it appears that one of the places where I've picked up a model pack doesn't quite know what they're doing. I could be wrong, but I'll ask here since there seems to be a wide range of expertise here.

First to the modeler, if you're reading this please take no offense. There are things I don't know, and you never find out unless you ask.

The models that I have purchased from this modeler are based around a reference model that's already rigged and animated. They then create different meshes and texture them, setting them up as skins to go over this base model. That seems like a perfectly reasonable solution to me. However, they don't seem to have their naming conventions down quite right. They've recently sent a new export of the models that now animate the skin mesh properly, but the base model's "bones" poke through at times.

Is it not a standard practice that once you have the "finished" product you remove the polys associated with the reference model under the skin so that all you have left is the "bones" and the skin mesh?

OR

Do you hide those in the modeling package so the application that uses the model just ignores them.

[edit]
Also, it seems the .X files they sent work in DBPro other than being able to see the base model poke through now and then, and when I've got it loaded in FragMotion the animations run ok. (can still see the base model) BUT, if I export it to another format, such as Milkshape, it screws up the animation. The left foot and entire right leg don't move with the rest of the model.

Phosphoer
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Location: Seattle
Posted: 18th Mar 2008 22:34
That sounds pretty weird for sure. Are you saying that they take an existing model, then sort of 'trace' around it in 3d to make their own version of it?

They may have moved the model to a different layer or hidden it, and then exported thinking that it would be ignored. I've often accidentally exported more than I wanted because of stuff on different layers that I forgot about. I think the 'base' model should be deleted definitely.

This is a random sentence about squirrels.
KISTech
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Location: Aloha, Oregon
Posted: 18th Mar 2008 23:35 Edited at: 20th Mar 2008 21:23
Quote: "Are you saying that they take an existing model, then sort of 'trace' around it "


Sort of. I can't really say exactly how they do it. The original pack only came with the animations in .MAX format.

They basically are starting out with a base model that has the bones and animations already rigged. Then they are just attaching the new skin mesh to it. I've managed to get it almost there in FragMotion but can't quite get it right because I don't fully know what I'm doing.

[edited to remove pictures]
This is what's underneath the skin mesh.

(image of a biped model)

..and is what's showing through when it's in the game.

(image of the biped showing through the character mesh during animation)

SpyDaniel
18
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Joined: 4th Feb 2006
Location: United Kingdom
Posted: 20th Mar 2008 20:46
You have to export the character model and nothing else, or hide the biped. The character mesh will have all the animation info stored inside anyway.

KISTech
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Location: Aloha, Oregon
Posted: 20th Mar 2008 21:22
When they exported it the character mesh and the biped mesh were merged. I wasn't able to do anything to one without affecting the other in FragMOTION or in gameSpace.

They've sent me a new copy with the biped removed. It's working perfectly now. They've also added the files that they made for me to their original download package so future customers can benefit.

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