A few moddeling questions...

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Well, hey there! Anyways, I have looked around the forum for tutorials and tasks that need to be done to put your own content in to the game. I already knew how to work with Blender 3d, so I though I would give it a shot.

Anyways, all items is pretty straight forward (Might post 'em if I can get the image tag to work  :x), except for the armor. Have not really attempted one yet, but i would like to ask a few questions before i begin modelling.

  1. When creating armors for the game, do you guys use a template of some sort (Eg; importing an already existent armor, and modifying it.)
  2. In terms of the rig and the armor, how would I have to export in order for the the rig, and armor, to be correctly used in the game?
  3. Can creating the rig (and successfully exporting it) for the game be done in Blender 3d?


Any answers would be appreciated. Thanks!
 
there's a program that rigs the models for you, converting the obj file into smd, ready for use by the game.

all you need to do is keep the model in the exact t position, and coordinates. so it's best to modify an existing armor file so you know where the arms, collar, etc are.

i know nothing about manual rigging.
 
I have made a few "alterations" to some armor (and people are doing it with horses too).  Best idea is to take an existing model (export both OBJ and SMD) and use it as a template.  Then, after making your changes, use the tool to merge back the rigging from the smd file.

You might want to check with the guys doing the Star Wars mod, as they seem to have done the most alterations (IMHO).
 
If you want "quick and dirty", use auto-rig script.
If you want "correct and smooth", do it yourself. It's not that hard (definitly not harder than modelling, or drawing a texture), you just need to practice a bit.

Few quick tips:
1. Start with modifying existing models. You can easily find native armours with less-than-ideal rigging (old ones, for example). Improve them.
2. Make simple changes to the native armour model (shoulderpads, wings, additional arms, etc.) and rig it from scratch, using the native rigged version as example.
3. Create simple armour model, rig it. Then jump, run, swing weapons, use shields, ride a horse in it. Rig it again.
4. Make the best hi-poly model in existence, rig it, and become famous and popular.
 
Yoman Jenkins said:
Anyways, all items is pretty straight forward (Might post 'em if I can get the image tag to work  :x), except for the armor. Have not really attempted one yet, but i would like to ask a few questions before i begin modelling.

  1. When creating armors for the game, do you guys use a template of some sort (Eg; importing an already existent armor, and modifying it.)
  2. In terms of the rig and the armor, how would I have to export in order for the the rig, and armor, to be correctly used in the game?
  3. Can creating the rig (and successfully exporting it) for the game be done in Blender 3d?




My Blender export/import tricks are under this forum link:
http://forums.taleworlds.com/index.php/topic,53186.msg1462302.html#msg1462302

And an advice in subject of rigging: 
The full amount of bone weights at one vertex must be equal to or smaller than 1! Blender3D handles greater amount, but the mesh collapses in game.
 
Hmm... Now i am having a bit of trouble importing the skeleton into blender. I always get errors on import, or it simply just does not load.
Anyone want to direct me in the right direction? :?
 
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