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Viking and Roman Model conversions
#288938
09/09/09 13:07
09/09/09 13:07
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Joined: Feb 2007
Posts: 146 UK
robertbruce
OP
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OP
Member
Joined: Feb 2007
Posts: 146
UK
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Hello, I recently bought a Viking and Roman character pack. Using fragmotion I can normally convert direct .x files to A6 mdl7 with no problems. This time however, when I convert to A6 mdl7 the characters animations become distorted.  To overcome this I tried to export as an md2, this worked fine but the model was 12mb unskinned. When skinning the md2 file the character becomes 50mb + which is completely unusable. I have also tried to convert using milkshape and blender. I have quite a few Roman and Viking characters, a sample of one can be found at: Viking Warrior (zipped) Roman Legion If anyone could help with the solution I would be grateful. thanks, Rob
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Re: Viking and Roman Model conversions
[Re: robertbruce]
#288946
09/09/09 13:52
09/09/09 13:52
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Joined: Oct 2007
Posts: 5,211 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
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i use fragmotion+milkshape+med combo for import/export, and generally find a good way to import models completely...
ill have a look in your models when i get to home this evening.
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Re: Viking and Roman Model conversions
[Re: Cowabanga]
#288982
09/09/09 18:24
09/09/09 18:24
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Joined: Oct 2007
Posts: 5,211 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
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I imported the .x models and they seem to be imported well, which version of med you are using?
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Re: Viking and Roman Model conversions
[Re: Cowabanga]
#289016
09/09/09 23:38
09/09/09 23:38
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Joined: Feb 2007
Posts: 146 UK
robertbruce
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OP
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Joined: Feb 2007
Posts: 146
UK
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Thanks for your reply. I am using A7 and A6 med. The .x files do import using MED but the characters always face the wrong way. What I have done is to import .x to MED, save and then import this new mdl file to fragmotion. Using fragmotion I was able to centre and rotate the model. I then exported back to mdl. The resulting file was around 10mb which is acceptable. I do have one more question if you don't mind. I am making a game for an autistic child. He loves scuba diving. I managed to find a half life model and have attempted tutorials to import using milkshape. I can import the skeleton but not the mesh or textures. Any help would be appreciated. Scuba Model Rob
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Re: Viking and Roman Model conversions
[Re: vertex]
#289022
09/10/09 02:14
09/10/09 02:14
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Joined: Oct 2007
Posts: 5,211 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
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@robert
about hl models, you should import reference first.(in your model reference is scuba.smd) then import animation sequences and milkshape will ask that if you want to append animation to the mesh.
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Re: Viking and Roman Model conversions
[Re: robertbruce]
#290649
09/20/09 14:48
09/20/09 14:48
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Joined: Jul 2004
Posts: 4,206 Innsbruck, Austria
sPlKe
Expert
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Expert
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
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you moved the model from its original position, right? because if you do so without moving the bones aswell, this happens. convert it to points animation and THEN move the model... yep, was right... i converted the viking to MDL7 using just MED... took me a few clicks and just a few minutes... works perfectly... want it?  it just has 100MB because whoever animated this exported ALL animation frames. it now has 1000 animation frames - way too much. since A7 uses frame interpolation, all the animations could be scaleddown to 6-12 frames, bringing the final model down to, say, 50 frames, thus bringing the filesize down to 5-6mb. but you have to do that yourself...
Last edited by sPlKe; 09/20/09 14:53.
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