Updated jm export script and rider.blend

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jlv
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Updated jm export script and rider.blend

Post by jlv »

DannyBoy
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Re: Updated jm export script and rider.blend

Post by DannyBoy »

k thank you DJ
Last edited by DannyBoy on Thu Nov 20, 2008 3:58 am, edited 1 time in total.
DJ99X
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Re: Updated jm export script and rider.blend

Post by DJ99X »

This is for people who mod the game, ie not you
ddmx
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Re: Updated jm export script and rider.blend

Post by ddmx »

Ok, so give me a little insight. Should I export a head.jm and a body.jm and thats it? Hows the system work?
jlv
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Re: Updated jm export script and rider.blend

Post by jlv »

Yeah that's it. Also, the rider object needs an armature modifier so the export script can get the bone weights.
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Re: Updated jm export script and rider.blend

Post by ddmx »

I have the weight paint matched up now. Do I need to physically make an armature or am i good to go with that. (rider_body.jm; rider_head.jm?)
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Re: Updated jm export script and rider.blend

Post by DJ99X »

Name it something different to JLV's model, like rider_body-DDMX1.jm, and rider_head-Thor.jm (if its a thor helmet)
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Re: Updated jm export script and rider.blend

Post by ddmx »

Someone else test the script. I just used it and it closed blender before I could save my progress.
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Re: Updated jm export script and rider.blend

Post by ddmx »

Is this the problem you said you were facing? With the elbows not so much the pants to jersey fit. I can fix that.

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jlv
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Re: Updated jm export script and rider.blend

Post by jlv »

The biggest problem I had was the front of the hip. When I weighted those vertices at .5 torso, .5 leg they would bend into the pivot point. Apparently that is a common problem. What I wound up doing was splitting the verts at the front of the hip and assigning one set to the torso and the other to the leg. It makes an ugly crease that way but it was definitely better than letting it bend towards the joint center.
ddmx
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Re: Updated jm export script and rider.blend

Post by ddmx »

I'm sure you tested it extensively but here's another look just to see. I will play with the weights and see what I can come up with. Any ideas other than those listed?

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Re: Updated jm export script and rider.blend

Post by jlv »

It looks like you have the upper leg assigned to the torso and lower leg. Does it work in blender when you pose it?
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Re: Updated jm export script and rider.blend

Post by ddmx »

I tried to match it 100% with the vertices on the other model. Should vertex groups overlap?
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Re: Updated jm export script and rider.blend

Post by jlv »

I found it works best if they smoothly blend from one group to the other for the backs of the joints. But for the front of the joint you're better off putting each vertex 100% into one group or the other.
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Re: Updated jm export script and rider.blend

Post by ddmx »

One last post before I go to bed and work more tomorrow. Any ideas on the smoothing of these problem areas? Will I just have to keep experimenting with vertex groups to find the magic answers?

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