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Crazybunny's Master Chief Helmet [message #68512] Sun, 09 June 2013 01:11 Go to next message
Sparrow
Messages: 549
Registered: March 2011
Location: Crossroads

Alright, somehow, I managed to convert crazybunny's master chief helmet model to a .obj, which would be easier to import into blender. My 3d model converter had an error upon converting every time. But I fixed the model by importing it into a weapon graphic in fable explorer and then exporting it. I can't skinweight so I'm hoping someone with the ability to do so will find this and skinweight it eventually. Smile

[Updated on: Sun, 09 June 2013 01:12]

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Re: Crazybunny's Master Chief Helmet [message #68522 is a reply to message #68512] Sun, 09 June 2013 13:04 Go to previous messageGo to next message
Zyreq is currently offline  Zyreq
Messages: 296
Registered: July 2011
Location: New York City, Great Brit...
Hey do you have his .x file Razz at hand? If not i can always search for it.

No, no word of a lie, never' a lie, seventeen cows I stopped 'em with moi.. one 'and.
Re: Crazybunny's Master Chief Helmet [message #68523 is a reply to message #68522] Sun, 09 June 2013 13:41 Go to previous messageGo to next message
Sparrow
Messages: 549
Registered: March 2011
Location: Crossroads

Yes, I have his .x file, but it wasn't prepared for fable. I have a prepared .x one but it's not skinweighted. And injecting skinweights doesn't work too nicely. So what would you like?

Re: Crazybunny's Master Chief Helmet [message #68524 is a reply to message #68523] Sun, 09 June 2013 13:45 Go to previous messageGo to next message
Zyreq is currently offline  Zyreq
Messages: 296
Registered: July 2011
Location: New York City, Great Brit...
The prepared .x file. I'm going to try to skinweight this in 3ds max!

No, no word of a lie, never' a lie, seventeen cows I stopped 'em with moi.. one 'and.
Re: Crazybunny's Master Chief Helmet [message #68525 is a reply to message #68524] Sun, 09 June 2013 14:02 Go to previous messageGo to next message
Sparrow
Messages: 549
Registered: March 2011
Location: Crossroads

Okay, if you get it working and you find out how to skinweight in 3ds max, can you make a better tutorial than crazybunny? So that people can actually understand?

Re: Crazybunny's Master Chief Helmet [message #68527 is a reply to message #68525] Sun, 09 June 2013 14:10 Go to previous messageGo to next message
Zyreq is currently offline  Zyreq
Messages: 296
Registered: July 2011
Location: New York City, Great Brit...
If i do, definitely... Razz

No, no word of a lie, never' a lie, seventeen cows I stopped 'em with moi.. one 'and.

[Updated on: Sun, 09 June 2013 14:11]

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Re: Crazybunny's Master Chief Helmet [message #68528 is a reply to message #68527] Sun, 09 June 2013 15:00 Go to previous messageGo to next message
Sparrow
Messages: 549
Registered: March 2011
Location: Crossroads

K, let me know how it works out. I'll probably try to figure out what crazybunny is talking about later and try to skinweight it as well because I want to skinweight too Smile

Re: Crazybunny's Master Chief Helmet [message #68529 is a reply to message #68528] Sun, 09 June 2013 15:13 Go to previous messageGo to next message
Zyreq is currently offline  Zyreq
Messages: 296
Registered: July 2011
Location: New York City, Great Brit...
It's not so much the problem how to do the skinweight but what bones should i use for each clothing piece. If you anyone can give me a list of which bones go to what piece of clothing, that'd be great.

No, no word of a lie, never' a lie, seventeen cows I stopped 'em with moi.. one 'and.
Re: Crazybunny's Master Chief Helmet [message #68531 is a reply to message #68529] Sun, 09 June 2013 15:53 Go to previous messageGo to next message
Sparrow
Messages: 549
Registered: March 2011
Location: Crossroads

Helms:
Bip01-Head
Bip01-Neck1

Shirts:
Bip01-Pelvis
Bip01-Spine1
Bip01-Spine2
Bip01-Spine3
Bip01-L-UpperArm
Bip01-L-Clavicle
Bip01-Neck1
Bip01-L-Forearm
Bip01-R-UpperArm
Bip01-R-Clavicle
Bip01-R-Forearm

Trousers/pants:
Bip01-Pelvis
Bip01-Spine1
Bip01-L-Thigh
Bip01-R-Thigh
Bip01-L-Calf
Bip01-R-Calf

I'm not sure about shoes or gloves


Re: Crazybunny's Master Chief Helmet [message #68532 is a reply to message #68531] Sun, 09 June 2013 16:50 Go to previous messageGo to next message
Zyreq is currently offline  Zyreq
Messages: 296
Registered: July 2011
Location: New York City, Great Brit...
The file of masterchief's helmet seems to be corrupt Sad. I'm doing this in 3ds max 2012 let me try one more time...

EDIT:Thanks~!


No, no word of a lie, never' a lie, seventeen cows I stopped 'em with moi.. one 'and.

[Updated on: Sun, 09 June 2013 16:50]

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Re: Crazybunny's Master Chief Helmet [message #68533 is a reply to message #68532] Sun, 09 June 2013 18:54 Go to previous messageGo to next message
Sparrow
Messages: 549
Registered: March 2011
Location: Crossroads

You can import .obj files in 3ds too. Just import the master chief helm as .obj and then the chainmail helm and link the helm to the master cheif helm and delete the chainmail mesh. Then add a skin modifier and add the bones for the helm. I can't do this because I have 3ds max 2010 and it doesn't have a direct x import. Or at least I don't know of one. Do you?

[Updated on: Sun, 09 June 2013 18:59]

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Re: Crazybunny's Master Chief Helmet [message #68534 is a reply to message #68533] Sun, 09 June 2013 18:58 Go to previous messageGo to next message
Zyreq is currently offline  Zyreq
Messages: 296
Registered: July 2011
Location: New York City, Great Brit...
Yeah i know how to do it. Let me try the .obj.. And nah, i don't know man :/

No, no word of a lie, never' a lie, seventeen cows I stopped 'em with moi.. one 'and.
Re: Crazybunny's Master Chief Helmet [message #68587 is a reply to message #68534] Wed, 12 June 2013 10:07 Go to previous messageGo to next message
Sparrow
Messages: 549
Registered: March 2011
Location: Crossroads

How has it gone for you? Did you get it to import correctly?

Re: Crazybunny's Master Chief Helmet [message #68591 is a reply to message #68587] Wed, 12 June 2013 20:15 Go to previous messageGo to next message
Zyreq is currently offline  Zyreq
Messages: 296
Registered: July 2011
Location: New York City, Great Brit...
Sorry, been busy lately. I'll try to get work on it later.

No, no word of a lie, never' a lie, seventeen cows I stopped 'em with moi.. one 'and.
Re: Crazybunny's Master Chief Helmet [message #68606 is a reply to message #68512] Fri, 14 June 2013 12:16 Go to previous messageGo to next message
Zyreq is currently offline  Zyreq
Messages: 296
Registered: July 2011
Location: New York City, Great Brit...
Double post to notify everyone:
Man, i'm still not able to skinweight correctly. It's like the skinweight never changes ingame :/.
How do you know if you are skinweighting 'right'?
What guideline do you follow when you are skinweighting?


No, no word of a lie, never' a lie, seventeen cows I stopped 'em with moi.. one 'and.
Re: Crazybunny's Master Chief Helmet [message #68608 is a reply to message #68512] Fri, 14 June 2013 22:17 Go to previous messageGo to next message
Lenop is currently offline  Lenop
Messages: 83
Registered: September 2012
If permitted, I will provide an fmp containing the graphics.big and textures.big entries for this, allowing everyone to skip the mess of converting and importing and skinning and exporting.
Re: Crazybunny's Master Chief Helmet [message #68611 is a reply to message #68608] Sat, 15 June 2013 10:25 Go to previous messageGo to next message
Zyreq is currently offline  Zyreq
Messages: 296
Registered: July 2011
Location: New York City, Great Brit...
Go ahead man. Did you manage to skinweight?

No, no word of a lie, never' a lie, seventeen cows I stopped 'em with moi.. one 'and.
Re: Crazybunny's Master Chief Helmet [message #68618 is a reply to message #68611] Sat, 15 June 2013 16:34 Go to previous messageGo to next message
Lenop is currently offline  Lenop
Messages: 83
Registered: September 2012
FMP attached.
Reminder, these are just the assets, the graphics.big and textures.big entries. Someone else will have to set them up in the definitions, the game.bin. This isn't an issue for me, I'm just too lazy.
Zyreq wrote on Sat, 15 June 2013 12:25

Go ahead man. Did you manage to skinweight?

Wasn't an issue. Hats, helmets, masks, these are super easy to do because they typically only have the one bone.
  • Attachment: chief.fmp
    (Size: 171.72KB, Downloaded 179 times)
Re: Crazybunny's Master Chief Helmet [message #68620 is a reply to message #68618] Sat, 15 June 2013 17:38 Go to previous messageGo to next message
Sparrow
Messages: 549
Registered: March 2011
Location: Crossroads

Oh my god please make a tutorial!!
-
"Rigged by JohnDoe aka Lenop."
JohnDoe? Is it really?
-
Made it in the objects section. Check it out here.


[Updated on: Thu, 20 June 2013 12:01]

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Re: Crazybunny's Master Chief Helmet [message #68626 is a reply to message #68618] Sat, 15 June 2013 20:26 Go to previous messageGo to next message
Zyreq is currently offline  Zyreq
Messages: 296
Registered: July 2011
Location: New York City, Great Brit...
Hmm, what you said right there sounds a lot like what JohnDoe once said. That skinning helmets,masks,etc. wasn't a big deal because it deals with only one bone. Are you the 'JohnDoe'?

No, no word of a lie, never' a lie, seventeen cows I stopped 'em with moi.. one 'and.
Re: Crazybunny's Master Chief Helmet [message #68627 is a reply to message #68626] Sat, 15 June 2013 20:59 Go to previous message
Sparrow
Messages: 549
Registered: March 2011
Location: Crossroads

Ah crap, we blew his cover!
-
But why would he make a new account? Maybe he lost access. He seems rather familiar with everything so it probably is him.


[Updated on: Sat, 15 June 2013 21:02]

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