Hitbox Problem???
kirkncc1701
09-26-2007, 11:16 AM
Hi,
recently compiled my sniper player model, but the hat & hitboxes are the wrong way round after compiling using GUIStudioMDL, not sure how to fix this one.
Trp. Jed
09-26-2007, 12:34 PM
did you use the physics model SMD in the kit I provided?
Basically the reference SMD for the physics model is out 90 degrees. If it was sequence you can use "rotate -90" in the QC to fix it (I don't think it works with references) or you'll have to rotate the Bip01 bone 90 degrees around the 0,0,0 origin. Don't just rotate the bone, you HAVE to rotate it around the point 0,0,0.
kirkncc1701
09-26-2007, 12:41 PM
yes i did use your physics smd in the compile kit. Ive managed to fix the problem by copying some text in your example smds (see screenshot) that was missing in my compiled ones. Now i can get him ingame, but i suicided & he has static normal maps & physics dont seem to be working.
ill take a pic & post in a min.
kirkncc1701
09-26-2007, 12:46 PM
heres the problem now.
Trp. Jed
09-27-2007, 12:22 PM
yes i did use your physics smd in the compile kit. Ive managed to fix the problem by copying some text in your example smds (see screenshot) that was missing in my compiled ones. Now i can get him ingame, but i suicided & he has static normal maps & physics dont seem to be working.
ill take a pic & post in a min.
Yeah theres yer problem from the screenshot. You've only exported the mesh, not the skeleton. I'm not sure how it works in XSI but you need to make sure than when you export your reference SMDs you include the bones in the export too.
kirkncc1701
09-30-2007, 04:57 AM
when i export it doesnt export the bones no matter what i do, i think i need to have the full version of xsi, but even if i did, there would be no way of getting my file to work because the file formats are different for mod tool & xsi full.
Trp. Jed
10-01-2007, 01:51 AM
No, mod tool WILL export it with all the bones, that's is after all the whole point of it. I can't help you right now but I think a google or search on the Valve Wiki might help you find details on what you need to do to export mesh + bones.
kirkncc1701
10-02-2007, 07:43 AM
ok i think i know whats wrong.
In my edited model, all the bones are green, whereas in the default smd they are all different colours, so i think whats has happend is that ive messed it up and all the bones have somehow become 1, because opening up the smd just lists 1 bone.
Trp. Jed
10-02-2007, 02:48 PM
When you import an SMD into XSI, it converts all the bones to "Null" objects which are basically just reference points in space which are linked as a skeleton and can be rotated. Basically the same as dummies in 3DS Max. I'd of though you can re-export them in the SMD.
Other alternative is to use the Valve Source options and add a new HL2 Male rig and just evelope your model to that. DoD:S uses the same default HL2 skeleton so that would work.
Man, why is XSI so darn difficult to use?
kirkncc1701
10-03-2007, 02:32 AM
probably got something to do with the fact that i have never done any modeling before, funny thing is, i know how to uv map in si, but some of my uni friends dont!
hopefully with that info, i will be able to find a tutorial i need.
kirkncc1701
10-03-2007, 09:59 AM
i Found a tutorial, & following it step by step, looks like i have to redo the skeleton completely.
I did a rush job to check if it made any difference with the xsi animation & it did, so now im taking my time aligning the bones carefully.
Trp. Jed
10-04-2007, 04:09 PM
Yeah if I recall the HL2 male rig has the hands palms down and in DoD:S their palms forward. The legs are slightly further apart too. If you rotate the bones before you evelope them you'll be ok.
kirkncc1701
10-05-2007, 02:41 PM
got a bit further with it but i dont think its been enveloped properly.
The hat in his face is my fult because i forgot to tweak the guide for his head.
kirkncc1701
10-07-2007, 07:48 AM
anyone want to weigh this for me, ive been trying to figure out for days now but jus t end up with freakier problems.
Darren
Trp. Jed
10-07-2007, 03:48 PM
Is there and option to save the weights from your first model? You might find that if you save the envelope data you can use the rig and re-apply it and do a tidy up.
kirkncc1701
10-08-2007, 01:37 AM
yeah, i tried it with some weights from several of my old ones & it just messed up more
Trp. Jed
10-08-2007, 05:29 AM
Well I think your best bet would be to clear the envelopes and start again but start with absolute weighting first and then refine it. Absolute weighting is basically saying that a vertex is 100% weighted to 1 bone only. In the beginning it'll make your model look rather bad when moving but you can then refine it and smooth out the weights later.
I sympathise, enveloping is a tricky learning process but it's worth sticking with it. Once you "get it" it all just comes together.
kirkncc1701
10-18-2007, 08:38 AM
i really cant get this to work, so ill export the smd & post it & the materials on a site somewhere if anyone else wants to mess around with it.
Trp. Jed
10-18-2007, 06:51 PM
Sure. Now I'm back from my holiday I can maybe look at it but I can't promise.
kirkncc1701
10-19-2007, 02:04 AM
ok, ive packed it into a .rar file. I can upload it somewhere or do you want to pm me your email instead?
thanks
Darren
Trp. Jed
10-19-2007, 10:08 AM
Best to upload it. I might not be me that fixes it :D
kirkncc1701
10-20-2007, 10:39 AM
download him here
http://files-upload.com/files/572161/german_scharfshutze.rar
Darren
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