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its837
09-04-2003, 03:47 PM
hey yall

got a job doing some game stuff and im new to max so i had some questions

1. i have to redo some texture maps but the original maps i was given are .dds image files

how can i change those to something i can edit in photoshop?



2. if i have a charector with morph targets built in and i need to tweek the mesh on his face alittle will my targets also be tweeked so they work correctly ? what is the best way to do this?


3. how do i reset charector studio ref objects to there default pose ? or get to a channle box for them so i can 0 them out numericly ?


thanx alot sorry for the big posty
cheers

-hamburger

EricChadwick
09-04-2003, 06:32 PM
1. Get the DDS plugin for Photoshop here:
http://developer.nvidia.com/object/ps_texture_compression_plugin.html

2. If you need to add or remove verts, this will be difficult, but Verty can help.
http://www.boutin.de/english/maxscript/verty/#insertNewVerts

If you just need to move the same verts the same amount, I'm not sure but maybe you can add a Edit Mesh modifier to the base mesh, tweak the verts as needed, then Instance the modifier onto the morph targets... might work.

3. Is it a Biped? If so, there's a button for this in the Biped panel. Is there a Character node at the character's feet? If so, use the Character menu.

Hopefully this helps a little.

its837
09-04-2003, 11:27 PM
thanx alot that stuff helped alot
i had downloaded that nvidea plug and just had it in the wrong directory

about the charector stuff though

is the charector node the flat circle at the base of the charector ?
i can't select or do anything to that node

and i can't seem to find the reset to bind or rest postion button

could you be more specific when you say use the charector menu?

thanx alot for everything so far

-hamburger

EricChadwick
09-05-2003, 01:59 AM
The circle is part of the Biped bone structure, the center of mass I think they call it. Max is rendering right now, so I can't check, but you can select any one of the Biped bones, then go to the Command Panel, go to the Motion tab, Biped options should display. Click on the Figure Mode button (towardsa the top somewhere), and the character should pop into its initial pose.

its837
09-05-2003, 02:08 PM
hey
ya i knew where that button was
but i thought it was for the purpose of doing set up type stuff ?

the modle i have seems to be ready to animate however some of his fingure bones are all curled up inside of him somewhere
so i wanted to be able to select the hand and its children and just reset there keys to 0 or the default position or somehting

its837
09-05-2003, 03:36 PM
hey the editmesh thing did work great though

i didn't have to apply it to the morphs either because i just have it before the morpher in my moidifier list so it is always modifing certain points before i morphs

thanx

EricChadwick
09-05-2003, 03:44 PM
One way to get a default pose would be to create a new Biped with the same structure (# of bones) as your original. Immediately save a .BIP file. Then load this .BIP onto your original. You lose any existing animation... if you want to keep animation, then use Motion Flow or the new motion editor (don't have CS4 here, don't recall the name) to merge it in.

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