wayneg Posted March 10, 2014 Share Posted March 10, 2014 My model she has too much clothes on, need to remove her BlouseA . I'm using the following and it's not working, help me please. Script.Speed=1.0--float Script.Sequence=0--int function Script:Draw() self.entity:SetAnimationFrame(8,1,4) local t = Time:GetCurrent() self.entity:SetAnimationFrame(t/100.0*self.Speed,1,self.Sequence) end function Script:Start() local mychild = self.entity:FindChild("BlouseA") mychild:Hide() end Quote Link to comment Share on other sites More sharing options...
YouGroove Posted March 10, 2014 Share Posted March 10, 2014 Does your code find the child object ? like if myChild ~= nil then ... Im' not sure Hide() to work on character sub objects or sub bones. You should import model FBX in BLender 2.69, remove the object and re export model as FBX. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
wayneg Posted March 10, 2014 Author Share Posted March 10, 2014 No, code doesn't find anything. Removing the groups would be awkward and require different model for each clothing configuration?? I purchased some animated models over at Arteria3d, they come in FBX format. I can load them into Ultimate Unwrap 3D, and it shows bones, materials, and groups fine, and I can show and hide mesh groups as well. When I give LE 3.1 the fbx it converts it to mdl, but only displays the bones in the tree display. I also tried exporting materials as meshes in FBX format, and that didn't show me anything different in LE 3.1 model viewer. This leads me to a few questions: 1. Where are my groups ? 2. Why does UU3D show me the groups and let me hide and show them but LE 3.1 does not ? 3. Why can't UU3D read Leadwerks 3.1 MDLs ? ( seems like there are a number of MDL importers, and none match LE 3.1 ) 4. Will LE 3.1 do what I want here ? Arteria says, This pack provides a basemale as shown in the image from the Modern Day Base Male, but with this additional ZOMBIE ADDON providing a whole array of Zombie Heads and zombiefied clothing, plus a collection of great zombie animations in addition to all the animations from the existing modern day base male. The character is fully rigged with a typical Biped Rig, and a large collection of animations provided, for Weapon use and NPC based gestures. You can add content yourself to the model, or use the large collection of costumes already provided with the pack. These costume elements are already rigged for you on the model! for ease of use. To use in your game engine, you simply mute or hide all the groups, apart from the base female mesh. then for example if your making a character customisation editor, as the player selects clothing styles you can code so that the relevant mesh is shown. Animations Provided as Single Track Animations with start/stop times provided, plus Direct X, Unwrap3d, and FBX are provided with Multitrack Animations(i.e. Animations, that autoshow as a list with their respective names, in engines such as Unity and others that support) This something I can reasonably get to work ? Quote Link to comment Share on other sites More sharing options...
tournamentdan Posted March 10, 2014 Share Posted March 10, 2014 I believe leadwerks automatically converts an animated model into a skinned mesh. All of your groups are taken out at conversion to create one skinned mesh. You would need a way to override the skinning process. Quote Link to comment Share on other sites More sharing options...
Josh Posted March 10, 2014 Share Posted March 10, 2014 If it's an animated model, that means all those polygons are combined in a single surface. What you are probably doing is just hiding the bone. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
wayneg Posted March 10, 2014 Author Share Posted March 10, 2014 I'd like to FindChild and hide the bone, but.. there are more blouse meshes than bones! Now if the fbx > mdl converter had added one bone for each mesh in the group, and named it like BlouseA in this example I could find it and hide it. Maybe that's possible or some variation is, I don't know. So I should change the mat file to say it's invisible texture and load model dynamically ? Don't buy models like this in the future ? Strip her down and don't allow more than one outfit ? Quote Link to comment Share on other sites More sharing options...
Christian Clavet Posted March 11, 2014 Share Posted March 11, 2014 My model she has too much clothes on, need to remove her BlouseA .I'm using the following and it's not working, help me please. Removing the geometry could create problems with your model. Since it's a character, it must have been skinned, removing the geometry without ajusting the skinning would surely cause lot of problem when you animate the character back. If you want to definitively remove the Blouse from the model, you will have to get the model back in a editing application, remove the sub-mesh (BlouseA), reskin the model or adjust the skinning and then finally export back. The simplest approach, would be to define and apply a specific material for BlouseA and make it full transparent. The geometry will still be there but it would be invisible. Quote Link to comment Share on other sites More sharing options...
tournamentdan Posted March 11, 2014 Share Posted March 11, 2014 From the sounds of it this base character and add on cloths have not been skinned. In the description it says "These costume elements are already rigged for you on the model! for ease of use." This means each clothing option has been weight painted for that character skeletal bone rig. So if you want blouse "A" you can delete the other blouses (b,c, d) without problems. I think the paragraph from arterial is miss leading. There is a bit more work than just simply showing and hiding the different groups. Yes this is how the player can select and deselect the types of clothing for their character. But after the player selects what they want. Your "character customisation editor" would need to parent each vertex group together. Each one of those "groups" has a vertex group in them. For example. The top group in your picture shows "basearmleft". At the top of the arm where the arm meets the torso. There is a edge loop on the arm. That edge loop is part of a vertex group. Each vertex in that loop has its own name. Same as the edge loop on the arm pit of the torso. That way with code you can parent the vertex group of the basearmleft to the torso. Same way you can parent bones together. After each one of the vertex groups of each group are parented. You then will have a skinned mesh ready for your videogame. Quote Link to comment Share on other sites More sharing options...
tournamentdan Posted March 11, 2014 Share Posted March 11, 2014 I used to toy around with iclone and have made many character models in the past the way I have explained. To better explain it check out the video and article I link. http://developer.reallusion.com/whitepaper/Maya_Template/index.html Quote Link to comment Share on other sites More sharing options...
wayneg Posted March 12, 2014 Author Share Posted March 12, 2014 This is my story. I purchased some animated zombies and other stuff from Arteria3d to save time, and to learn how to use animated cool models in LE 3.1. I ordered several types animated bipeds, the fancy ones being what they call there OBM ( one base male ), the models (zombies) come with all these cool clothes on, and the idea is you can select a group and hide the different clothes. Well I couldn't resist, so I bought one, loaded it into UU3D and I could see the groups, materials, bones. UU3D had no trouble letting me hide groups and play animations, so I thought I was good to go, so I bought more stuff, woohoo ! So I loaded the zombie.fbx model into LE 3.1 , it creates the mdl, success! Looks grey thou, so I load in all the jpg textures, and generate the material files, and set each to use anim shader. I place Zombie girl in the LE 3.1 Editor, and she has texture now ! Wait she looks like she has all her clothes on (like she has five blouses, two pants, lots of layers all on at once), that's no good. So, I thought I'd just do findchild on the group and hide each blouse etc.. Argh, the findchild doesn't find anything ( FindChild is for bones), so I loaded the LE 3.1 model viewer, but all I see are bones (didn't think she was that skinny). Posted to LE 3.1 website to get help, I'm not sure anyone understood my delima I was in. Josh said the animated models get reduced down to single surface. what to do? I decided to make all the clothes transparent and see what I was dealing with, drawmode=0 didn't work, but blendmode=invisible did, all the clothes went away, except for a grey head (mesh)! The head is attached to a bone so I think I can remove that mesh and maybe be ok there. Anyways I make a few of the clothes blendmode=solid and add them back on, it works, but the model looks semi transparent, it's like the invisible textures made the single surface special, so maybe shaders would be better for the invisible clothes. wondering if somehow I can attach a bone to each of the vertex groups if then I could hide them? That's the story so far. Quote Link to comment Share on other sites More sharing options...
cassius Posted March 13, 2014 Share Posted March 13, 2014 Couldn;t you just use one set of clothing textures and remove the others from the folder? Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
shadmar Posted March 13, 2014 Share Posted March 13, 2014 I think the idea of those models is to export only the groups you need. So in UU3D, remove / hide groups until you have the look you need and then re-export selected groups. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
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