Female Marine Model
PerfectionsFlaw
Join Date: 2003-02-14 Member: 13555Members
<div class="IPBDescription">Any skinners?</div> Now I was able to make it in Metaseq I took a female model from Action Half Life moved her head onto a resized male marine. Now I wasn't too smart when I did it because I had to edit two different objects, marine_ref and marine_jet so they came out in slightly different sizes. The jetpacker is smaller I can edit her later... Anyway I need someone to skin these ladies for me. It's not really mine I just made a few vertices to connect the neck to the head, same goes with head to helmet.
Let's call it version one? *scratches his head*
Let's call it version one? *scratches his head*
Comments
Another possible Bad Thing is that the pose you've got them in looks like the marines' idle pose - if you work from the reference .smd instead of a posed one, getting it rigged up to the skeleton (so it uses the defaults and doesn't require new anims - another long and tedious step) would be a lot easier.
I know this sounds like a lot of criticism, but it's just things that could get the model (which I think looks great) finished more quickly. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
What he said. If the originals were both skinned already, it's perfectly possible to slap a new head on while retaining the original skinmeshes. I've done it myself, and it works fine.
Obviously, this would be nice.
The figure should be standing sorta like this..
It was just to reassure myself that the skinmeshes remain intact, and therefore Perfections <i>doesn't</i> need a skinner after all..
if you did that you'd be consistent though-out the model and not some buggy hackjob.
that being said its a good hackjob, nontheless. (looks nice! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> )
Decompiling a model gives you (1) the textures (2) a whole bunch of .smd files - most of them animation smds, with a couple of reference smds (ie the model itself) and (3) a .qc file, which tells a compiler how to reassemble the model.
I've not had much luck importing smd files into anything other than Milkshape, so that's the proggy I'm going to explain it with (and if you don't have it, you may as well grab it as, like I said, it's free for 30 days, and then only $20 to register it if you want to keep it).
For a marine model, your reference smds are marine_ref and marine_jetpack, though you'll only have to edit one of them (you can then simply pop the JP onto it to make the second after you're done). Load it into milkshape - make sure you have both triangles and skeleton checked in the dialog box.
Now, there's one golden rule here that muct be followed - <b>don't move, rotate, resize, or otherwise mess with the skeleton</b>. Doing so will cause the model to compile <i>very</i> wrongly since the animations won't recognise the skeleton any more. With that in mind, you have a bit of a limitation when it comes to editing the model to make it look more feminine. You'll need to make sure the limbs still fit the shape of the skeleton, which might interfere with plans you have for her legs (I think the model you attached looked more slender).
However, it should be plain sailing from this point on. All vertices on the marine's body will already be assigned to the skeleton, so the only vertex assignment you need to do is very simple - just the head and the neck, and your skinmesh will be ready-made too. When you've got it all done, simply export it as a reference smd, make sure your textures and .smd files are in the same folder as your qc file, and recompile the model.
Hopefully I didn't miss out anything important there. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I changed the projection in one box to 3d and maximized it, but I don't see anyway of scrolling up and down the picture to edit it. Without selecting all of the vertices and moving the marine down, but that I assume is a very bad idea... And after I figure out a way to get the right view I need, how do I import a *.3ds file? That's where I have the marine girl head and this format that MilkShape uses, I noticed, doesn't support anything other than *.ms3d files.
However, could you elaborate on the other query? I don't quite understand what you're asking.
OOO OOO OOO I found it! Nevermind! It's frame selection! Now all I have to do is connect the neck and head then find out how to skin her -.-;
I found it sooo difficult to model inside of Milkshape so I made one outside of it, deleted the model in the ms3d, left the skeleton there, then lined the mesh up with the skeleton. It doesn't work that way does it? *squints*
Here <a href='http://eden.isasecret.com/byrnt/FINALLY.ms3d' target='_blank'>Broken model</a>
plz? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
PLEASE, DO THIS.
I WANT 2.0 TO FINISH THIS TOPIC.
Load the default marine model and observe how the joints are assigned. Try to do the same to your model.