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Did Epic release a standard skeleton you can skin/physique your character up to for UT3 yet?
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udn website has them on there too, under the engine 3 section. male, female, and the krall, which I'm guessing is in that link, although I can't seem to find them on the official udn site anymore.. hmm
Maybe someone can export it as FBX and Collada? I think for binding the mesh to it in and exporting the character you only need the FK bones, right? No need for the whole working rig with IK. Or are there any IK elements used in the engine after export?
if you dig into the character packages, you'll find that entire characters are actually multiple skeletal meshes, and are assembled real-time through the character customization.
I'm fairly certain you should be able to create an entire character as one custom bit, but it wouldn't be customizable.
To make it fully customizable, the UVs need to be laid out in a specific manner. With additional bits, you need new textures, but in the end they're all assembled into full textures based on what you set up in the character customization screen. All the bits are set up in the ini's, and then made accessible in the customization screen. A "character" is defined by their head, and the shoulders, chest, arms, legs, boots, helmets, goggles, facemasks, etc are all "accessories," to which you could do some creative stuff with (facemasks maybe being additional cod-pieces if you're so inclined ).
UDN is currently being updated, which is why you may not be able to find specific info on there currently.
What IronHawk said, Moose. UDN/three seems to be down for me...at least it was yesterday. Couldn't get anywhere, really, on either of the two udn sites. I'll try again tomorrow.
I did find someone who posted the Marcus GoW skeleton in .smd format (released in max9/2008, or so they said) [I could mail it if anyone wants...I forgot the link] and a weblink to the UT3 skeletons...but I can't open them in max8 either, and I can't get to the skeletons on udn, as all the links people posted are/were down.
So, oXYnary, if you could be so kind to resave them in a more universal format than max9/2008 (like say, max8 :P) you would have my eternal* gratitude.
There seems to be a large difference in the number of polies on the characters. I guess Im glad mine is in the middle (though it wont be customizable). Is the facial plugin working in the game? I have a full facial rig and would like to use it (Team Fortress 2 does it very well, and shows its not wasted having one).
Oh, and if this is a no-no scold me and Ill take it down.
Thank you, oXYnary! Grabbed them before anyone can scold you
And now I am eternally* gratefull to you, to boot!
*for the next day or two and every time I use these skeletons :P
-edit-
gotta get up early tomorrow morning, so I'm not gonna tempt myself with opening these now. Does anyone know what the reason is for the female file to be smaller than the male? I noticed the original max files where the female was near half the filesize, and these have a difference too between the male/female. Anyone know the reason behind that?
Moose, if you get a chance, can you explain whats going on with the weapons boning?
There is a Bib_Ik Hand root as a child of the bipeds root, and its position is at the center bottom of the character.
Then its children are the Bib_IK_Gun and sub children of
Root
-Bip_IK_Hand_Root (bottom center of character)
--Bib_Ik_Gun (constrained to/at right hand)
---Bip_IK_Hand_R (constrained to/at right hand)
---Bip_IK_Hand_L (constrained to/at left hand)
What is the Hand Root for since its at the bottom? Something so the IK alone?
Then, there is another gun attachement under each hand itself.
Bip01_R_Hand
-Bip_RightWeapon
And
Bip01_L_Hand
-Bip_LeftWeapon
However, attached as a child of the right hand on the Krull.
Bip01_R_Hand
-Bip_RightWeapon
--b_gun_root
---b_gun_lefthand (its in mid space not on left side)
Is the Krull one a mistake? Why are the weapon placements listed so many times? (One from root and one from the hand itself?)
will try my best here, i mostly did environment textures :P did a Krall skin though!
cant speak for the bip bone names specifically, are there bone names in those files? The left and right hand bones are the "sixth finger" looking thing that goes from the wrist to kind of center of the hand floating in space a bit. the bone names should be b_RightWeapon, b_LeftWeapon. Not sure if that helps, haha... didnt touch that stuff at all
Oxy: Ignore the Bip_ prefixed bone nodes. they aren't used by the models in game, just the b_ skeleton set is the bind skel. I believe the BIP_ nodes are a control structure for the b_ bind skeleton.
Yea, I think the above is reflected in the b-skeleton as well which still leads to the confusion. Cant look at the moment (too many programs open no t enough ram).
There is a error with my site. They moved the server and I dont think they got the new files. I am contacting them now, so I know about the converted model link not working. Just keep trying.
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Oxy: Ignore the Bip_ prefixed bone nodes. they aren't used by the models in game, just the b_ skeleton set is the bind skel. I believe the BIP_ nodes are a control structure for the b_ bind skeleton.
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Ok, got it open now.
Here is the problem. There are no gun attachments on the b_skeleton. Just the Bip biped. At least on the Krull. Totally lost.
I modeled a pair of sunglasses just to get used to the new engine and try out some stuff.
Everything´s fine in the character customization, but ingame (in a match) the material of the sunglasses seems to be switched with the material of the head.
Anybody know a way around this or why exactly this is happening?
The FBX version of the krull has b_rightweapon and b_leftweapon parented to b_righthand and b_lefthand respectively.
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Yep, I don't know how I missed them last time. Problem is it still has this also (in the b)
b_root
-B_IK_Hand_Root (bottom center of character)
--B_Ik_Gun (constrained to/at right hand)
---B_IK_Hand_R (constrained to/at right hand)
---B_IK_Hand_L (constrained to/at left hand)
So I assume I need these bones as well. However, I again am wondering what they are for? Seems to be adding to the total bone count needlessly.
Slaught: One thing moose mentioned was that the character's textures are generated /compacted at runtime, so for any given part needs to have non overlapping UV space with any other part. Ie the arms can't be over the thighs, but every arm layout should be in the same part of the UV map. Take a look through the material browser for how the goggles are set up. Put your goggle texture in that same UV space, and texture it on a 2048X2048 map. Then re-import and they should show up fine.
Oxy: they could be for Physx character ragdolls. :shrug:
There seems to be a large difference in the number of polies on the characters. I guess Im glad mine is in the middle (though it wont be customizable). Is the facial plugin working in the game? I have a full facial rig and would like to use it (Team Fortress 2 does it very well, and shows its not wasted having one).
Oh, and if this is a no-no scold me and Ill take it down.
Hi. Thanks for the file conversions. The .dae files load great into XSI. I have a favor to ask of you.... Would you be so kind as to do the same conversion for the Gears of War model. It also uses UnReal Ed and I do most of my Modding for that game. I am using the XSI Mod tool in stead of Max. Here is the link to the Marcus.max file. It is at the very bottom of the page. http://udn.epicgames.com/Three/GearsMods.html
Hi, my name is Knut by the way. I'm new here etc.
I got my character in-engine, and he moves in the character selection screen (turning head, moving fingers etc) but not in the actual game. Edit: In fact after I installed UT3patch2 just now, cleaned up the CustomChars.ini file and re-imported him he's invisible in game, but still working in the character selection screen. Have anyone here gotten a character in game and had it actually move a round? I think I'm missing a key element here I followed all the steps in the tutorial but he just won't move :poly134:
Here's an in-engine shot with way too much specularity. As you can see he's posing and all so the bones obviously work.
Any help would be greatly appreciated!
Edit: Fixed, I messed up the .ini file with adding a new family assuming it would just leave him out of other characters' accessory groups, but it appears I need custom animations for that too I gotta tone down the specular though, and add some colors.
Replies
http://udn.epicgames.com/Two/ActorXMaxTutorial.html
Im gonna keep looking into it. Ill see how things go..
edit: semiwrong thread.. ops
http://www.moddb.com/games/169/unreal-to...layer-skeletons
Did Epic release a standard skeleton you can skin/physique your character up to for UT3 yet?
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udn website has them on there too, under the engine 3 section. male, female, and the krall, which I'm guessing is in that link, although I can't seem to find them on the official udn site anymore.. hmm
Is it for max 8 or 9?
Maybe someone can export it as FBX and Collada?
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agreed
Nothing wrong using exchange formats that almost every modern-day modeler can open!
Im afraid now to see just how much I have f'ed up my character from their bone specs..
I'm fairly certain you should be able to create an entire character as one custom bit, but it wouldn't be customizable.
To make it fully customizable, the UVs need to be laid out in a specific manner. With additional bits, you need new textures, but in the end they're all assembled into full textures based on what you set up in the character customization screen. All the bits are set up in the ini's, and then made accessible in the customization screen. A "character" is defined by their head, and the shoulders, chest, arms, legs, boots, helmets, goggles, facemasks, etc are all "accessories," to which you could do some creative stuff with (facemasks maybe being additional cod-pieces if you're so inclined ).
UDN is currently being updated, which is why you may not be able to find specific info on there currently.
UDN is currently being updated, which is why you may not be able to find specific info on there currently.
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Thanks for the update Moose
I did find someone who posted the Marcus GoW skeleton in .smd format (released in max9/2008, or so they said) [I could mail it if anyone wants...I forgot the link] and a weblink to the UT3 skeletons...but I can't open them in max8 either, and I can't get to the skeletons on udn, as all the links people posted are/were down.
So, oXYnary, if you could be so kind to resave them in a more universal format than max9/2008 (like say, max8 :P) you would have my eternal* gratitude.
*for a given definition of 'eternal'.
http://www.oxynary.com/downloads/UT3CharConv.zip
There seems to be a large difference in the number of polies on the characters. I guess Im glad mine is in the middle (though it wont be customizable). Is the facial plugin working in the game? I have a full facial rig and would like to use it (Team Fortress 2 does it very well, and shows its not wasted having one).
Oh, and if this is a no-no scold me and Ill take it down.
And now I am eternally* gratefull to you, to boot!
*for the next day or two and every time I use these skeletons :P
-edit-
gotta get up early tomorrow morning, so I'm not gonna tempt myself with opening these now. Does anyone know what the reason is for the female file to be smaller than the male? I noticed the original max files where the female was near half the filesize, and these have a difference too between the male/female. Anyone know the reason behind that?
There is a Bib_Ik Hand root as a child of the bipeds root, and its position is at the center bottom of the character.
Then its children are the Bib_IK_Gun and sub children of
Root
-Bip_IK_Hand_Root (bottom center of character)
--Bib_Ik_Gun (constrained to/at right hand)
---Bip_IK_Hand_R (constrained to/at right hand)
---Bip_IK_Hand_L (constrained to/at left hand)
What is the Hand Root for since its at the bottom? Something so the IK alone?
Then, there is another gun attachement under each hand itself.
Bip01_R_Hand
-Bip_RightWeapon
And
Bip01_L_Hand
-Bip_LeftWeapon
However, attached as a child of the right hand on the Krull.
Bip01_R_Hand
-Bip_RightWeapon
--b_gun_root
---b_gun_lefthand (its in mid space not on left side)
Is the Krull one a mistake? Why are the weapon placements listed so many times? (One from root and one from the hand itself?)
cant speak for the bip bone names specifically, are there bone names in those files? The left and right hand bones are the "sixth finger" looking thing that goes from the wrist to kind of center of the hand floating in space a bit. the bone names should be b_RightWeapon, b_LeftWeapon. Not sure if that helps, haha... didnt touch that stuff at all
There is a error with my site. They moved the server and I dont think they got the new files. I am contacting them now, so I know about the converted model link not working. Just keep trying.
Oxy: Ignore the Bip_ prefixed bone nodes. they aren't used by the models in game, just the b_ skeleton set is the bind skel. I believe the BIP_ nodes are a control structure for the b_ bind skeleton.
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Ok, got it open now.
Here is the problem. There are no gun attachments on the b_skeleton. Just the Bip biped. At least on the Krull. Totally lost.
(Can and admin move this to 2d-3d discussion?)
The FBX version of the krull has b_rightweapon and b_leftweapon parented to b_righthand and b_lefthand respectively.
Everything´s fine in the character customization, but ingame (in a match) the material of the sunglasses seems to be switched with the material of the head.
Anybody know a way around this or why exactly this is happening?
There should be.
The FBX version of the krull has b_rightweapon and b_leftweapon parented to b_righthand and b_lefthand respectively.
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Yep, I don't know how I missed them last time. Problem is it still has this also (in the b)
b_root
-B_IK_Hand_Root (bottom center of character)
--B_Ik_Gun (constrained to/at right hand)
---B_IK_Hand_R (constrained to/at right hand)
---B_IK_Hand_L (constrained to/at left hand)
So I assume I need these bones as well. However, I again am wondering what they are for? Seems to be adding to the total bone count needlessly.
P.S. Spiffy shades Slaught!
Oxy: they could be for Physx character ragdolls. :shrug:
Thanks Vailias!
Someone please make a Tutorial, this pretty one wants to get in the game and eat some brains!
Ok, I converted. Here is the file.
http://www.oxynary.com/downloads/UT3CharConv.zip
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bad luck - mine 3DS MAX 8 SP3 crash when I try to import
Your .FBX convert files.
There's not chance to get the UT3 files in 3DS MAX 8 format ?
THANKS
Hi. Thanks for the file conversions. The .dae files load great into XSI. I have a favor to ask of you.... Would you be so kind as to do the same conversion for the Gears of War model. It also uses UnReal Ed and I do most of my Modding for that game. I am using the XSI Mod tool in stead of Max. Here is the link to the Marcus.max file. It is at the very bottom of the page. http://udn.epicgames.com/Three/GearsMods.html
Thanks in advance......
RKG456
http://www.oxynary.com/downloads/GearsofWarMarcusFacialConversion.zip
http://www.immortalknightz.com/tutorials/UT3CustomChars/index.html
Hi, my name is Knut by the way. I'm new here etc.
I got my character in-engine, and he moves in the character selection screen (turning head, moving fingers etc) but not in the actual game. Edit: In fact after I installed UT3patch2 just now, cleaned up the CustomChars.ini file and re-imported him he's invisible in game, but still working in the character selection screen. Have anyone here gotten a character in game and had it actually move a round? I think I'm missing a key element here I followed all the steps in the tutorial but he just won't move :poly134:
Here's an in-engine shot with way too much specularity. As you can see he's posing and all so the bones obviously work.
Any help would be greatly appreciated!
Edit: Fixed, I messed up the .ini file with adding a new family assuming it would just leave him out of other characters' accessory groups, but it appears I need custom animations for that too I gotta tone down the specular though, and add some colors.