Nexuiz models rigging

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Postby torus » Wed Dec 26, 2007 3:19 am

Yea. The script works, but this whole process remains entirely indecipherable to me. I think I'll stick to mapping. :x
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Postby ihsan » Wed Dec 26, 2007 3:40 am

torus wrote:Yea. The script works, but this whole process remains entirely indecipherable to me. I think I'll stick to mapping. :x

This is EXACTLY why i made a single nexuiz weapon exporter instead of just patching the smd and md3 exporters.

I'll soon have the vertex weights fixed in the SMD exporter so creating human models in blender will be possible. I'm not sure how a Humanoid exporter wizard would look, but that would be the next step. Don't give up on it yet.
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Postby [-z-] » Wed Dec 26, 2007 3:45 am

torus wrote:Yea. The script works, but this whole process remains entirely indecipherable to me. I think I'll stick to mapping. :x


Noooooo.


This is something the community needs. There are plenty of people who would like to create models but there is no straight forward tutorial.
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Postby leileilol » Wed Dec 26, 2007 4:59 pm

divVerent wrote:dpm can, using a path via md5, as LH said..

md5 is a stupid exchange format that also lacks normals so my dpm won't have good shading
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Postby divVerent » Wed Dec 26, 2007 7:21 pm

I know, but it makes your point that dpm can't be exported to using free software wrong. But yes, it is a bad path.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby leileilol » Thu Dec 27, 2007 4:31 pm

I don't count conversion pipelines as paths.
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Postby [-z-] » Thu Dec 27, 2007 4:36 pm

So are we going to watch developers nitpick each other or maybe get a tutorial out of all of this?
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Postby ihsan » Sat Dec 29, 2007 10:37 pm

i'm ALMOST done with a Nexuiz compatible SMD exporter. So far i can get zmodel to parse the smd's but all the bones need to be rotated 90degrees. At the moment reptile exports to this freakish thing.
Image

reptile in blender (with spikes)
Image

Give me till next year. I'll have it working by then.
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Postby leileilol » Sun Dec 30, 2007 6:02 am

ihsan wrote:but all the bones need to be rotated 90degrees.


it's a quake rule. Everything and everything is 90 degrees to the left. The side view should be facing 'front' in Blender.

The md3 script works that way as well.
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Postby Rad Ished » Sun Dec 30, 2007 7:45 pm

Great works you guys, really looking forward to running round Nex games and seeing all the strange mangles peeps come up with
...
( not that leillol hasn't already achieved fairytaled up nexuiz )
...
I was really enthusiastic about making custom skins way back and then saw the top of the mountain and thought better of it.
I've decided that torus is my benchmark, when he gets one up and running I'll risk the effort.
:"<>":
Thnaks Yzall
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