Updated jm export script and rider.blend
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jlv
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Updated jm export script and rider.blend
Same urls as before:
http://mxsimulator.com/models/jm_export.py
http://mxsimulator.com/models/rider.blend
http://mxsimulator.com/models/jm_export.py
http://mxsimulator.com/models/rider.blend
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DannyBoy
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Re: Updated jm export script and rider.blend
k thank you DJ
Last edited by DannyBoy on Thu Nov 20, 2008 3:58 am, edited 1 time in total.
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DJ99X
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Re: Updated jm export script and rider.blend
This is for people who mod the game, ie not you
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ddmx
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Re: Updated jm export script and rider.blend
Ok, so give me a little insight. Should I export a head.jm and a body.jm and thats it? Hows the system work?
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jlv
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Re: Updated jm export script and rider.blend
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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ddmx
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Re: Updated jm export script and rider.blend
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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DJ99X
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Re: Updated jm export script and rider.blend
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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ddmx
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Re: Updated jm export script and rider.blend
Someone else test the script. I just used it and it closed blender before I could save my progress.
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ddmx
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jlv
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Re: Updated jm export script and rider.blend
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.
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ddmx
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jlv
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Re: Updated jm export script and rider.blend
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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ddmx
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Re: Updated jm export script and rider.blend
I tried to match it 100% with the vertices on the other model. Should vertex groups overlap?
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jlv
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Re: Updated jm export script and rider.blend
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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ddmx
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