View Full Version : 3DS MAX 5 -->> Unreal T2K3 || Custom player model tutorial
Seven 06-14-2003, 10:51 PM Well here is my tutorial on how to import a custom player model from 3DS MAX 5 to UT2K3.
I hope I have explained everything in detail so there is no need for figuring out anything.
The grammar and spelling needs tweaking :) not my strong point but I just wanted to get it online.
Anyway hope it helps someone... sometime... someplace
http://www.artbyseven.com/page1.htm
If there is anything you can suggest please do.
Sev
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NeoNautica
06-14-2003, 11:01 PM
I used this tutorial (http://www.neomagination.com/unreal/tutorials/max2ut_01.html) when I imported my player model... it worked... Used to have a black background, so its a little hard to read now. Just press ctrl+A and you can read it fine.
I think yours is a bit long... but looks like it communicates the process well.
Prs-Phil
06-15-2003, 12:25 AM
thx m8 just what I needed. I was too lazy to find one.
But hey I´m not a newbie, maybe with unreal but what does that say :D
dirkusrhombas
07-04-2003, 06:10 PM
Thats a awesome tutorial ..... if anyone reads this who knows how to do the same thing in cs i would love to know how to put custom models in half life counterstrike so any tutorials for that would be greatly apreciated also kick ass :buttrock:
oXYnary
07-04-2003, 07:50 PM
The only thing between the tutorials is you seem to link each joint individually versus where the other does it as a whole.
"6. Assign Physique to your model and apply it to the biped (attach to node). On initialisation, make sure that in the 'Vertex link - assignment' pulldown select 'Rigid' and (up to) 3 links. Do not select N links or 4 links as the engine does not do it (source: udn.epicgames.com)"
-.neomagination.com
The other (.neomagination.com) also uses 3 link vs no blending.
Im new to the whole linking bit (the classes I took only covered non blending).. I just bought Reeds new book on rigging/animation for max, so hopefully this will help to see why you are both choosing different methods.
look on http://www.planetquake.com/polycount/ for tutorialso n getting stuffi nto games
dirkusrhombas
07-24-2003, 11:42 PM
RE look on http://www.planetquake.com/polycount/ for tutorialso n getting stuffi nto games
Unfortunatly there are no tutorials there on how to specifically import a custom player model into counterstrike.
chrisdejoya
07-25-2003, 03:29 AM
Well, Seven, I'm a bit disappointed. It's the same process that every other tutorial out there writes about, right down to using the stock skeletons.
Ever try creating a custom character from scratch, from the rig, to custom animations, and karma physics?
"but adding a custom skeleton bogs down the engine..."
Yes, I know, but just to prove that you are really adept with working an engine, try creating a character for the game built from the ground up. Any old model you have lying around will do, I'm sure I'm not the only one who doesn't like having to make meshes that conform to stock rigs.
typeA
07-25-2003, 12:46 PM
Originally posted by dirkusrhombas
Thats a awesome tutorial ..... if anyone reads this who knows how to do the same thing in cs i would love to know how to put custom models in half life counterstrike so any tutorials for that would be greatly apreciated also kick ass :buttrock:
go to www.dosfx.com theres a tut on how to import into cs useing milkshape
dirkusrhombas
07-25-2003, 05:34 PM
Excellent type a
I had a quick look at that site and it looks perfect (i will have a closer look when i get home tnight)
thx :P
I'm not exactly sure who the genius that made the other tutorial is, but Grey text on White background good choice.......... yeah......
I've never seen anyone initialize a mesh like you do. Seems like a pain. I personally select the mesh, add physique, and set the root biped node. Allow it to create envelopes and then tweek the vertex assignments.
Overall great tutorial though i'm going to need this in a little bit. Thanks.
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