Malo
Craftsman/Mentor-
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Everything posted by Malo
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Hello, There are several ways to export your model. To better answer your wishes, we must ask the following questions: Do you want to export the mesh (subdivided, non-subdivided, triangular), groups, uv, bones, weights, actions? If there is no need for subdivision, the most complete tool is the plugin for Blender created by Nemyax (it imports meshes, bones, weights, uvs, and actions in Blender): https://www.hash.com/forums/index.php?showtopic=47778&hl=blender You can then export your model via Blender in Obj or other formats. If there is a need for subdvision, direct exportX: https://www.patchwork3d.de/am-directx-exporter-73-en There is an addon for Blender to import DirectX format (https://github.com/littleneo/directX_blender) after export your model in Obj or other formats.
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The splitpatch topology is the same as the Catmull-Clark division but it is true that there is an important difference, splitpatch keeps volume. If there was a variant of splitpatch that uses Doo Sabin's topology it would be ideal. (maybe it would be worth it to adapt it?) The only way that I see for now is to export the model subdivide X4 in Obj, import into Blender use the exellent plugin create by Nemyax to subdivide (Make A:M-Friendly copy) and import back into AM in MDL. The problem is that we lose in volume.
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Beautiful model and good result of cloth simulation! Looking at the wireframe I get the following question: It appears that you use the splitpatch plugin (Catmull-Clark subdivision?) to create the cloth. Do subdivisions of triangles and pentagons not pose aesthetic problems (three splines at the same intersection)? Would not the subdivision Doo Sabin give a better result?
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Hello and thank you very much for your informations! I did not know the trick for the SHIFT key (thank you) My intention was to use different maps to have a bigger definition in the details and to save the surface to paint so as not to overload the weight of the images. The only solution I found was to isolate a part of the model by erasing everything else. Bake and export. Copy the UV in the XML file export and paste this UV into the XML file of the complete model. But it's a lot of manipulation
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Hello, Is there a way to baked surface for a selection and not on the whole object?
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I use this AM's plugin : https://www.patchwork3d.de/am-directx-exporter-73-de And I use this blender's addon to import the .x format in Blender : https://github.com/littleneo/directX_blender/wiki
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Yes I can get the desired result by "the AMXtex DirectX Model (*.X)..." plugin, thanks.
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There is a way by directX export, groups and Uv are good.
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Sadly another problem comme with 3DS export : the UV is bad
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Great, thank you Detbear!
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good evening, When I export in Obj format a model with groups, the groups are well exported in the Obj file. On the other hand, if I apply a UV to the model, the groups disappear in the exported Obj file. Are there some things specific to do to export UVs and groups in the same Obj file? Thank you in advance for your responses.
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Hello, Here is a little project, which allows from a 3D model (prop or * .mdl) to automatically build the rotoscopes views in a blank model. (the rotoscopes are not in the dimensions of the original modell, i don't found a solution for that,) : project A little video to explain how to use it : video Hope that can be usefull for someone.
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Hi everybody, good headache! To avoid adding too many CPs, and not losing too much shape, here are the solutions that come to my mind. Star = hook. Green square = new CP. Green line = new spline portion. yellow=bias 1. a new spline around the pole, to give possibility to hook. 2. use the bias ta keep the shape of the middle spline. 3 and 4 is similair, Hope that can help.
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That's work too with Daz's models. But it should not be forgotten that these are not models whose topology has been reflected for the patches ... hence a patch densities too high, and renderings with defects.
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Yes detbear, Nemyax's plugin do it! Via Blender you can use Dae, Fbx format too Here an example (in the zip, the MDl and textures)
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Hello, Here is the converted model for AM Importing polygonal models into AM, is interesting if they are not subdivided (low-poly), because in AM it will be subdivided again. Currently the better to import a polygons model is to go through Blender using the Nemyax plugin. (https://www.hash.com/forums/index.php?showtopic=47778&hl=nemyax&do=findComment&comment=409574) To go from Makehuman to AM, I advise to go through export to Blender of Makehuman (because it keeps UVs, bones and weights, which can be converted for AM). Hope that can help you.
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Waoow! Thank you very much!
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thank Rodney for the answer.
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Hi, In libriairie, we can see icons. I would like to know, if it will be possible to see this icons, instead of the generic icon, in windows explorer?
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Nemyax, I think too it does not exist yet. It will be a good plugin. Fuchur, your doubt is right, "Cutplane " breaks uvs
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An another idea... Actually it is possible to snap a spline to another spline, but it is not possible to connect them without break the UV, or 5 points. A plugin that will do it, will be great. Imagine you have a librairies with members (with rigging and UV), with this plugin, it will be easy to drag members on your model and connect them. This would give the opportunity to AM to be a sort of "creature creator"
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Thank you David!
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In your picture the % of the weight don't work too. See this picture to see the difference : in Bone window the % of the influence of the bones don't work. (as your picture) In action window, that work.
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I want to say, % of weighted don't work. A CP whish as 50% BoneA and 50% BoneB, if you move it with Crtl key, it will be 100% BoneA and 0% with boneB.
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Hi Nancy, Thank you for your reply. Indeed, it is possible to modify the geometry in the "bone" window via bones, but then the "weigts", smartskins and constraints are not accessible. I experimented with the hair and decals... it seem that there are no problems now.