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3 Dimensional Chat / Adding items to models

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Whos the Who
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Posted: 21st Jan 2007 17:34
I'v been modeling quite abit in 3ds max lately. Im presently woking on one of the main characters for the action rpg im making. Now because im doing this on my own I don't expect it to be suberb, but still fun. Anywas as I was working I noticed a big problem. (This might invlove programming so it might have aso fit in that forum) How would I model items seperately fomr my characters but, still have them move with him when they are equiped. For example if you equip a pair of paint, how can you make it so that they follow your characters movements, so if hebends his pants do as well. I never fully understood the way equiping items work, and It has been bugging me for a long time! This is the probem that I absoluty need help with and if you can offer any that would be great. If you know of any tutorials that would also help aot. thanx

Whos the Who
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Posted: 21st Jan 2007 19:36 Edited at: 21st Jan 2007 19:37
I don't know about pants, maybe you could rig them up and update the limbs' positions and orientations to match those of the legs. o.O The alternative is to save the skeleton and animations from the player, get rid of the mesh and rig up the pants and export them with animations, then just reposition them where the player is and animate the two objects simultaneously.

If you want to make a sword, all you have to do is GLUE OBJECT TO LIMB to glue it to the hand limb...if it just sticks under his feet, then you have the same problem I do where the limbs don't have their own center point. Although I should think that a modelling app like 3DS Max would do that automatically, or atleast have a way of doing it.

TEH_CODERER
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Posted: 21st Jan 2007 19:37
I think if you give the pants bones in the same place as the bones on the character then in game you can use some code to loop through the bones on the trousers and rotate/offset them to the same angles and positions as the bones in the character.

Whos the Who
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Posted: 21st Jan 2007 19:56
thanx for the ideas guys, but i think there might be an easier way

Whos the Who
rolfy
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Posted: 22nd Jan 2007 04:21 Edited at: 22nd Jan 2007 04:21
Normally clothing would animate on a figure using collision,and you can only do it with fairly high poly models or it looks like crap.
your best bet is to remove the legs from your model and attach your pants to your feet and waist,then bone and animate from there,if your model wears shoes then you dont need feet etc.
If you dont use collision your legs will stick through the cloth in places.
Make your model as one mesh without all those hidden polygons as they aren't needed if they dont show.
If you aren't making these as game characters and really want to go down the high poly route,you will have to learn to use reactor with cloth animation in Max.There is also a plug in called cloth fx.
Whos the Who
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Posted: 23rd Jan 2007 21:51
im familiar with reactor cloth, and i know how to make the clothes, I just don't undersatnc how to equip item so that they will react with the character and stick to him. Come to think of it this is more of a programming thing

Whos the Who
rolfy
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Posted: 23rd Jan 2007 22:20 Edited at: 24th Jan 2007 06:38
You can attach some of the vertices at waist for pants or vertices at neck for a shirt,its not a programming thing at all,I think you need to go back to the tut's for this,so you can get a better handle on it.
I have done many clothing animations with cloth fx and it's really easy to do.You animate your model and then create a cylinder at waist or neck to attach the cloth item to,you then create a cloth simulation with collision to get the results you are looking for.
This kind of simulation is useless for game models due to the high poly it requires, it is more suited to film.
You would be better to create your model with clothing as a single mesh,check out bond1's thread on fantasy character pack to get a good example of this kind of modeling.
Whos the Who
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Posted: 24th Jan 2007 22:03
that exactly my probablem, i dont want the clothing and model to be a single mesh. If it is i wont be able to have the character switch items, such as games like....let's say oblivion

Whos the Who
rolfy
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Posted: 24th Jan 2007 22:50
My apologies,I guess you could animate in your modeling programme for collision, though how you would attach these in game is, as you say, probably a programming issue.
It may be easier to switch character entites and/or textures in game for what you require.
Whos the Who
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Posted: 28th Jan 2007 02:36
thanx for the help, but im still not to sure what to do. My friends dad knows quit abit about programming and maybe I could get some help from him. once again thanx for helping me out

Whos the Who
RUCCUS
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Posted: 28th Jan 2007 16:35
You definitely dont want to use collision to get your player's clothes wrapped around your player, thatd drain your FPS severely. Stick with the original mentioned method, use the same skeleton you used for your player for your clothes, altering what poly's the skeleton effects on the clothes in your animator to get a good looking effect. Then just orient the clothes overtop of the user and animate the clothes with the user's player model in sync. If orienting the clothes is what you're having trouble with, just use position object to position the clothes at the player's coordinate minus whatever y offset (to make the pants line up with the user's legs), and use rotate object to rotate the clothes to the user's xyz angle, do this every loop, while looping through the clothes and player object's animations, and you'll be set.


:: Check out the new FPS Tutorial's Progress at http://www.freewebs.com/ruccus
along with code, media, and more.
TKD guy
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Posted: 28th Jan 2007 20:35
It is a code thing.
what you have to do is to delete the legs entirely from the hips down. Next, you have to replace the legs with the pants (which need to be animated). After that, i believe that you just need to "play object". Just be sure that your keyframes match up. At least, that's what they did in the elder scrolls games. It's really obvious when you look at their heads and arms. The meshes just aren't connected. I hope this helps.ps, you could just load the pants over the legs and make the angles = on the joints, but that would use alot of more polys than necessary and would probebly slow down the program just a bit.
TKD guy
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Posted: 28th Jan 2007 20:52
here's a pic of the bones that would need to be replaced.

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TKD guy
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Posted: 28th Jan 2007 20:55
I think the bones in the pants might need to be the same as the ones in the legs, but im not sure.

P.S. If these posts should go in the coding section and not here, then I'm sorry about that.
Whos the Who
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Posted: 11th Feb 2007 15:38
thanx for the help

Whos the Who
Binary Coder
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Posted: 2nd Apr 2007 14:20
I suppose you could just make a replica of your person with the pants on, and then when you pick up the pants just swich models.
Although it could get messy if you have multiple clothes.
Just an idea

Binary

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