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FPSC Classic Models and Media / New project: High-Res Aiko

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Jtbullet
18
Years of Service
User Offline
Joined: 16th Sep 2005
Location: greenville, sc usa
Posted: 26th Sep 2005 17:47
Okay guys, here's another one for my never-ending list of things to do:
producing a high-res aiko model.
How I am doing it:
Import direct-x file into milkshape
Export file as .3ds
Import into Hexagon(by eovia.com)
Add a level of subdivision for smoothing
Re-export to .3ds
Re-import into Milkshape
Re-export as direct-x
Useable in fpsc? I doubt it will be that simple.

Forseeable problems:
1. Keeping scales the same across all the importing/exporting
2. UV Maps will need to be new I am sure
3. This model will be for cutscenes, probably not fast enough for play.

I am hoping that once the source code is released, which is coming soon, for dbpro compatibility in 5.9, someone will make a camera tool, as well as a simple 3rd person camera for fpsc.

Anybody wanna help out on my process?
Cellbloc Studios
20
Years of Service
User Offline
Joined: 15th Mar 2004
Location: Atlanta, GA
Posted: 26th Sep 2005 18:06
Wow! That's insane, but good luck!

-This...is my boomstick!
Dark Merlin Game Studios
18
Years of Service
User Offline
Joined: 25th Sep 2005
Location:
Posted: 27th Sep 2005 08:47
that seems pretty plausible

if it works id really like to see the results
Jtbullet
18
Years of Service
User Offline
Joined: 16th Sep 2005
Location: greenville, sc usa
Posted: 4th Oct 2005 00:55
it is proving to be harder than i thought. the process works, but my problem is getting the subdivided mesh exported at the right scale for importation into fragmotion. I am having to manually line them up right now, and it is understandable causing problems when the animation is played. It works, but the bones being slightly out of line will deform the mesh incorrectly. I am on the right track, I just need some fragmotion/milkshape helpers!

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