Forums | Hello Guest, Login or Register | > > L4Y Files: No longer here! < <
  Red Faction : [RED] Editing : How do I make a character skin? [Forum Rules]  


Back to Forum Thread List

Sd Leader   Posted 10th Jan 2006 10:28pm
Welcome!
Post 1 / 3

How do I make a character skin? Is it even possible to do that?
I want to make a teddybear skin so I can go kill people it would be funny.
   
sypher   Posted 10th Jan 2006 10:34pm
Post 219 / 0
u would need to have 3d maxs and its hard u can do that yes but its really hard and making a teddy bear i dont know it would work lol first u need to make it and then u need to change it to the vpp or somin
goober's textures!!!! JUST SAY I DIDNT KNOW!MY CLANS FORUMS!!!    
Trump   Posted 10th Jan 2006 10:40pm
Retired MCPO
L4Y Member
Post 159 / 607

Sorry for this spam, but why do we let sypher continuously spam without staff rebuking him? and I don't mean goober who IMO just makes it worse.

Edit**Looking at his email, maybe he intends to help in his own mind, but really doesn't. Sypher, why don't you let someone who really knows how to do it answer instead of just spewing out crap.
I've counted at least a dozen spam messages from you in the last 2 days.**
TRUMP'S MAPS
The fear of the Lord is the beginning of knowledge; wisdom and instruction fools despise.  
 Modified Jan 11th, 02:21am by Trump
sypher   Posted 10th Jan 2006 10:45pm
Post 222 / 0
thats spam how is waht i said spam there i am helping him not like u u are spaming u spam all u do is this SPAM
goober's textures!!!! JUST SAY I DIDNT KNOW!MY CLANS FORUMS!!!    Modified Jan 10th, 10:46pm by sypher
hA Warlord   Posted 11th Jan 2006 1:34am
waR`.se
L4Y Member
Post 55 / 960

u whont need 3ds max to make new skins just use the old one and modify that one
-waR'.se- I don't know who you are, where you are from, or what you want... But if you threaten my freedom... I'll kill you.    
sypher   Posted 11th Jan 2006 1:35am
Post 228 / 0
really ? cool i might do that then
goober's textures!!!! JUST SAY I DIDNT KNOW!MY CLANS FORUMS!!!    
D2k   Posted 11th Jan 2006 2:04am
L4Y Member
Post 560 / 1923

good lord. sypher, spell properly and stop spamming... imo you were giving useless information he couldnt use... trump stop provoking him. ALL noobs stop posting here if you dont know what to do.


before i start you NEED 3DS mas 4.0 or 5.0-5.1 and have the RFtoolkit plugins properly installed...

Anaways, i'm going to quote myself on this one...

Quoting D2k
ok first off... you need to select the mesh, click on that little tab on the top right right that looks like a hammer. and press "reset x form", make sure your mesh is selected and hit the "reset selected" under xform... then in the heicharchy tab the thing (thats to the left of the wheel) press "affect pivot only", center to object... collapse the stack of modifiers... make sure your model is aligned relatively straight up and upright pose before hitting the reset pivot...

note: before you reset xform and pivot point make sure the mesh is a 'editable mesh'

now you NEED a root bone, its the base of the animation unless you want your animated gun to only rotate around... the root bone should never be moved or touched, just place a box at 0,0,0 and turn it into a editable mesh, reset xform and pivot name it "BDBN-Root"... this will always act as the 0,0,0 spot for the first person dimension...

You have your gun mesh and it needs a refrence bone, select your gun mesh and in the edit tab (or somewhere) press duplicate and name it "BDBN-GBDY" (gun body) once you duplicate reset xform and pivot again, collapse the stack. hide the actual mesh for the gun and only show the gun's bone and the root bone.

now link the gun body TO the root bone using the link tool on the top left next to the undo button... click and select the gun bone and DRAG to the root bone, it should be linked. if you can move and rotate the root bone and the gun bone moves and rotates along with it then its working, if its the other way around you have to re link the other way around. remember its child TO parent, ALWAYS. (not in the real world though )


unhide the main gun mesh make sure everything has been turned into editable mesh and resetted xform... the pivots are fine if you already did those by hand and have them in a good spot. add the rf bone to the gun MESH, not the bone (nows a good time to name your gun mesh "gun-mesh" ) add the RF bone modifier to the gun mesh, click "ADD BONES" select the gun bone and the root bone and hit add, and if you dont get a message about being some type of greedy bastar.d then your doing fine. If not then remove the bones and delete the rf bone modifier and relink the 2 bones.

anaways, with the rf bone modifier selected go into vertex mode, and since this is just a gun and aparrently from the looks of it you will only be able to move bob and rotate it you want to set the vertex influence for the gun bone to 100 for all the vertexes on the gun mesh since it isnt complex or organic it wont require multiple influences...

once you do that save and reopen the max file. and if you can move around teh gun bone and the mesh goes along with it thats fine

now

NOTE: since we are dealing with a around 90 degree first person angle putting the gun aiming DIRECTLY straight and level will look exactly like that in RF, so try tilting the gun 10-15 degrees inward and about 10 degrees upward. trust me. you will want to get used to doing this when puttign your weapon in its default position before you animate everything. unless you love restarting...

now for the animation were just gonna do the basic "default position" in the time configuration set the time to 2 frames, on the bottom time bar (make sure you have the gun bone selected and right click the slider and press add key or whatever the hell that button says. make sure you check position and rotation, uncheck transform unless your doing something with transforming which will probably end up as a disaster in rf anaways... when the key is set on that time frame you will see a icon representing its exsistance... click on it holding shift and move it over to key 2 to duplicate it. or later when working with more complex animations with a biped i recommend right clicking the time slider specifying a source time and destination (it will dupe the key for you without any problems that doing the prevous way i suggested at duplicating)

now would be a good time to export the gun mesh into rf at the top of the rf bone modifier theres a export button, press it if you dare, name it "Gunbazookathing" or whatever you want to, then move the v3m to the ccrunch folder for processing... now the commands for converting any mesh is "ccrunch "meshthingie.v3m" read below on directions on how to operate command prompt if your DOS handicap... keep in mind ccrunch works in the same manner as mvfreduce, just type in the command and a target file...

then after you set your keys save it as "Gun-DefaultPosition.max" or whatever your flavor is. now click and choose the mesh for the gun again and select the rf bone modifier... scroll down to a mvf paramaters section... set the ram ni and out to 0 because ramp in and out features suck, then hit export, choose any dummies RELEVANT to rf and name your mvf "Gun-DefaultPosition.mvf... now do a thread search for my epic post about exporting the mvf in the game, which explains how to operate some basic DOS commands and execute the conversion from mvf ro RFA...

note that you can only animate 1 mesh per vcm/mvf, you cannot have multiple bone structures set up (something like 2 guys doing something in the same mesh or animation)

-------------------------------------------------
due to the alarming incompetence of the search engine inplemented in l4y i had to track the topic down manually, well heres the post...
-------------------------------------------------
getting mvf's to rfa is easy. however it can be a pain if you dont know your way around DOS.

ok lets say you have a animation in 3DS max, youre finished with the animation and want to export it. well you select the mesh that has RF bone applied to it and scroll to the bottom of the RF Bone modifier properties to the MVF exporter section. there is 2 little boxes called ramp in and ramp out. these tell the animation how smoothly you want it to transition into the next animation... They are hard to work with so just set them both to 0...

Then hit export select any dummies that are critical for RF usage such as "Muzzle_1" or "Shell_Eject_1" or something like that (if you even used them) if you have no dummies just hit select none and proceed. Export and name your MVF. once saved move it into the "mvfreduce" folder where the rftoolkit is located.

now open the command prompt and then pathfind to the mvfreduce folder you created. ill give you a couple commands to get your way around.

"cd.."

this command lets you roll back to the parent directory, usually command prompt for XP starts at "C:\Documents and Settings\Username" use this to get to the drive root, which is just "C:\"

then

cd rftoolkit

to change to that dir

however this method is easier and faster

in general if you want to go directly to a DIR or if you have 2 drives and lets say the rftoolkit is located on the F drive then just type in. "cd /d F:\rftoolkit" this tells you want to switch the main drive to F and go to the rftoolkit folder. yes the slash patterns matter use "\" for pathnames, and "/" with the "/d"...

anaways... when you are in the rftoolkit folder run the command

"mvfreduce -d .00003 -e .00003 -c parkerFlipoffANIM.mvf"

"-c" tells you want to reduce the flipping off animation for parker, which he gives you the finger; to a RFA file.

the "-d" and "-e" commands are how much you want to reduce the keyframes in the animation, yes yes the readme says to put it to .00007 but i dont like that one cause it does it too much...

anaways if you want to do a batch of a bunch of animations just type in...

"mvfreduce -d .00003 -e .00003 -c -a"

the "-a" tells mvfreduce to run through all mvf found in the mvfreduce directory...

on a note the mvfreduce will ask for a DLL if you dont have it. go to http://www.dll-files.com/ and get it, throw it in the windows\system32 folder and then try again.


Take note that setting up a character rig is different than making FP weapons. setting up bones should be self explnatory when making them. the root bone should be at the pelvic point of the character. also you need to make collision spheres for collision detection with the mesh in RF name these "csphere_0" "csphere_1" "csphere_2" etc. make sure they are just sphere objects and they cover most of the mesh. make their x and y positions 0 and link them to their closest bone The bottom collision sphere should be the biggest and linked to the root bone, it should never move... the middle sphere should be smaler and linked to a torso bone, finally the smallest collision sphere for the head linked to the head bone. also a dummy for the eye height which should be named "eye" make sure this is a dummy object linked to the head bone, and a "primary_weapon_1" dummy linked to the right hand bone for orienting 3rd person weapon meshes. i think the y axis has to be pointing down the arm, and the z axis pointing away from the bottom of the hand. Also, if you apply a biped to the mesh you should link the root bone to the bip pelvic area. also when you want to move the entire mesh for complex animations you need to select the main bip object and move it like that.

after you rig the character with the proper dummies and bones you can begin animating. dont forget to select the dummies (collsion spheres, eye, and primary weapon) when you export the mesh.

Personally anyone i see just jump in the forums and immideatley ask "how do i make skins" or "how do i make FP weapons" i dont think they are up to the task. I could be wasting my time but oh well. The majority of people i give this advice to never reply back... However ill keep trying to help as you guys come along. I dont give up on you guys but you guys always give up on me.
My AP 1 - NEW
AQuest update 7/17/08  
 Modified Jan 11th, 02:07am by D2k



RED-FROG   Posted 16th Jan 2006 5:16am
L4Y Resident
Post 815 / 5258

Alot of text you wrote there, but all he wants to know, is how to change a texture.
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    
D2k   Posted 16th Jan 2006 3:03pm
L4Y Member
Post 569 / 1923

the word 'texture' was not used. Also character 'models' are frequently called skins anaways.

yet again i get no feedback after helping out another person.
My AP 1 - NEW
AQuest update 7/17/08  
 
E_Darkness   Posted 17th Jan 2006 1:39am
L4Y Member
Post 141 / 338

well I'm going to use what you said Ive saved it in a txt file for the near future.
(-ULTOR CORPS-) ||||| Join a Rail Clan - (E) Elements We do reg too    Modified Jan 17th, 01:40am by E_Darkness
RED-FROG   Posted 17th Jan 2006 4:36am
L4Y Resident
Post 822 / 5258

Quoting D2k
the word 'texture' was not used. Also character 'models' are frequently called skins anaways.

yet again i get no feedback after helping out another person.

lol oh I see
I think what the people need are pictures, and even more pictures! And maybe sound...the sound of a voice.
Both can be done in a VIDEO yay!
D2k, don't ya want to explain them how to do that stuff through a VTM, like the ones from 3dbuzz? It seems like my videos are useless (I knew it) But I had to take care of the size
We want to listen to ur voice

Does some1 know the url of KungKrilles tutorial site/file ?
I got a PM, he asked how to do client side mods. I guess he'll have to learn the other stuff first
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    
E_Darkness   Posted 17th Jan 2006 6:12am
L4Y Member
Post 142 / 338

www.ultorcorps.net/docs/KKTutorial.zip

download it there, or check around on red tech

http://redtech.rededitor.net/index.php?option=com_content&task=view&id=51&Itemid=4
(-ULTOR CORPS-) ||||| Join a Rail Clan - (E) Elements We do reg too    Modified Jan 17th, 06:14am by E_Darkness
D2k   Posted 17th Jan 2006 11:20pm
L4Y Member
Post 571 / 1923

well i could do that REDFROG. I know people enjoy listening to my beautiful voice let alone being around me. All of my fans will be in heaven and cherish my VTM's for generations to come and tell all their grandsons about "how D2k was the coolest guy on the internet"

erm... what were we talking about?

Ill look into making a vtm like you said, its not easy coding the videos with the proper video compression like on the 3d buzz website. They get tons of minuites sometimes up to an hour crammed into a single megabyte. I still have yet to figure out how they do it! Also when im recording videos i get more lag than turning on AOE3 shader settings in the middle of a huge battle... OK well not that bad... However im pretty sure i can actually make a good vtm since I have alot of experience in babying people through every step.

I have a free little program called CamStudio. However their main site is down and ill try to upload it here later. Aparrently its homepage was hijacked by a macromedia webpage?
My AP 1 - NEW
AQuest update 7/17/08  
 



Copyright © 2000-2025 Levels-4-You
Your request was handled in 0.17 seconds.