How to Rip model properly?

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ShawdyLink
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How to Rip model properly?

Ok so I have been trying to rip the legend of zelda twilight princess character model for link. I have extracted the kmdl.arc file as well as the Alanm.arc file and have the character models and the animations. I have everything I need, but how do I simply add all of the different body parts together into one model? the files the bmd files that come with the kmdl.arc file are listed as such:

1) al.bmd

2) al_bootsh.bmd

3) al_face.bmd

4) al_hands.bmd

5) al_head.bmd

those are all of the body parts for link that come with the kdml.arc file. I would like to be able to simply connect all of those files into one model. I've tried doing that with the bmdmax plugin that simply imports the bmd and animation files to be exportable as fbx and obj files but I have no idea how to connect the body parts for link together. If Anyone can help me step-by-step how to do this I would really appreciate that :)

Avatarus

I've not merged them together, only put them into one file before export. So, technically in 3ds max each part is a different model, but in UDK they are all megred together.

How? Use the Align tool to match location of cap/face model's root bone with body's al_face bone. Then you need to adjust rotations of your parts. Once you did that, set up hierarchy to make a single skeleton.

al_hands.bmd only has a few statically posed models combined together. I don't recommend using it. Look for hands models in Demo## archives. These are much more detailed and fully posable. Check Demo04_01.arc and Demo16_00.arc. There are only a model of the left hand for ordon clothes. Really, not a problem if you know how to use Mirror tool. Attaching them is the same technique with face and cap models, but you'll need to remove default hands, of course.

al_bootsh.bmd is obviously iron boots. Easier than it looks. There are 3 parts welded together, you only need to detach them from each other. Look how their bones work and it will become clear what each part is. When you get 3 parts, you will need to attach them to legX2, footX and toeX bones. It should be done in the engine if you're going to export. You'll also have to make material of normal boots invisible.

If you're using UDK, you'll have to rebind material IDs on each part you added. At first, add all submaterials from parts to body material. Assign this material to every part and then fix their material IDs to display properly.

ShawdyLink
ShawdyLink's picture

Ok so I kind of understand what you're saying, but how do I import multiple bmd files into the bmd max importer? It is only letting me import one bmd file at a time. If I try to import a 2nd bmd file, it simply replaces the old bmd file with the new one. How exactly do I import all of the bmd files into 3ds max at one time so that way all of the bmd files are able to be moved around together so I can align the bmd files?

Avatarus

File - > Import -> Merge -> Select the file you want to add to your scene. That's basics. Maybe it's a little early for you to work with someone else's models? You know, watch tutorials...

ShawdyLink
ShawdyLink's picture

Yes I understand the merging option. I have already tried that, when I go to merge another object into my secene, it is not supported by 3ds max. I can import 1 bmd file through the bmd importer and then after that it will not let me add another bmd file witout replacing the old one. Yes I have watched a ton of tutorials, but none for max bmd where they tell you how to add multiple bmd files into one viewport. That is why I was asking you how to do it, cuz clearly there is a different way of importing all of the files together.

Avatarus

Import one model, save it. Import another model, save it somewhere else. Then merge it with the first one. lol

ShawdyLink
ShawdyLink's picture

Hey, so I tried reinstalling the 3ds max bmd plugin and now I am getting a compiler error. says this: Compile error: Duplicate struct member name: chan controls. -- in line: chan controls =

is there something that I am doing wrong now? Maybe I am not installing it correctly? I haven't had any luck on finding out how to fix the error, or get the program working again. If you know what this compiling error means and how to fix it that would be awesome :)

 

 

 

Avatarus

 There was a variable declared twice for no reason. Which version of max do you use now? After 2011 there are some issues with maxbmd, but nothing that couldn't be fixed.

ShawdyLink
ShawdyLink's picture

I am currently using Version 2016 3ds max. I was just using the program fine 2 days ago, but now I have been having issues and I don't know what it is that I am doing wrong lol. It was importing the files perfectly fine but now it isn't xD the file that is duplicated twice is line 2608 "chanControls = #(), -- u16[4]" is there any particular reason as to why this would be declared twice? Sorry for the late reply btw, I was reformatting my pc last night, and reinstalling all of my programs, everything is running fine now, except for bmd max script :(

this is the screenshot of the error btw http://prntscr.com/a12v0b

edit: I found your post on this website here http://www.vg-resource.com/printthread.php?tid=27473 the one where you say to delete that 2nd line and simply save it lol. it works compeltely fine now. Thanks for your help :D

Avatarus

I made it work on 2015 version. Check this post.

ShawdyLink
ShawdyLink's picture

Sorry to bother you again, just that I don't exactly know how to make all of the bones be merged into one skeleton. I've tried finding tutorials but no luck on finding any assistance on making them into one skeleton. I've never worked with 3ds max before, so I don't know how to connect all of the bones into one skeleton. Do I need to create an IK solver?

edit: ok so this is the way that I have my models set up. http://prntscr.com/a19mbx right below al_head_Character at the very bottom is Poin003 which is set up the exact same way as Point002 from al_face_Character. So the way I have attempted to add them as one skeleton is by simply dragging the al_face and the al_head into the "al" at the very top and what happens is when I go to add a animation from the "al" file it only moves the al body part and leaves the al_head and the al_face untouched which leaves them separated from the "al" body part. I have also tried attaching them together by adding a edit poly modifier to "al" al_face and al_head and then attaching "al" to al_face and al_head, and that also didn't work. this is what my animation looks like after inserting the animation. http://prntscr.com/a19pe3. Why is only part of the model moving and not the others? Even when I connect them all together into one hierarchy it still doesn't work :(

2nd edit: Ok So I linked the face and head to the body and that works fine, the entire skeleton moves together but when I try to animate the model once again it separates the head and face from the body and just sits there motionless while the body simply does its animation. What am I doing wrong?

Avatarus

0_o 

You're hopeless. How are you going to attach parts without having their skeletons in your scene?

ShawdyLink
ShawdyLink's picture

Dude my files don't create skeletons when I import them into 3ds max. I didn't know that. I will show you what everything looks like once I reimport everything. I've never worked with 3ds max before and I simply just want to put these models into a game.

 

edit: ok well I fixed that issue, so I guess you are suposed to have the "force create bones" option selected when importing the models lol. It should work now. I will edit this post once I get it working lol

Avatarus

Perhaps, it's because of assembly.

Groups and Assemblies

ShawdyLink
ShawdyLink's picture

I know why the skeletons were removed the last time. Ok so basically what happens is that, I import each .bmd file from the bmd importer into 3ds max. Then I save each bmd file as a .max file. Then I open up one of the files and merge them all together into one scene. But see now here is the problem. When I go to create an assembly the skeletons disappear... I didn't notice it the last time cuz I don't know what I am doing which is why the models never snapped together when importing the animations. So basically I need to figure out how to merge all of the files together without the skeletons disappearing when creating the character assembly.

Avatarus

Remove character and point in face and cap models, then merge them with body.

ShawdyLink
ShawdyLink's picture

So it should look like this? http://prntscr.com/a1bfz2 I feel like the face_root isn't connected to the al_face.

edit: The reason why I think this is the case, is because when I go to merge the al_face and al_head with al, the skeletons don't come with it. When I try to connect face_root with al_face it says I cannot link because it would create a dependancy loop. So does, that mean that the al_face already has the bones with it? and that I can just Import just the al_face? al-face is the only thing I am able to add to the hierarchy once I try to merge it with the body.

Avatarus

Exactly. Move al_face bone only. Does the face moves with it?

To connect face to body, you need to align it with head bone, as I remember. And make face_root as a child bone of it, but not the model. Don't even move it! Move it's root bone.

ShawdyLink
ShawdyLink's picture

Perfect! I now have everything aligned and ready to be put into the character assembly. Now in order to do that, I just select everything and create the assembly right? Do I need to check anything beforehand? http://prntscr.com/a1brom

edit: forgot to add the face_root to the headbone and the head_root to the headbone before taking the screenshot. I did that now, and now I have a fully built link model with working animations. Now I just need to import like 150 animations to my game engine and call it a night lol. Thank you so much for your assistance. I apoligize for asking you so many things, its just that I have a really really strong drive to learn, and I know that you know a lot of things, I don't have anybody to teach me one on one, so I have to rely on forums and youtube tutorials in order to learn how to develop games. If I need anymore help I will be sure to write here, or on another forum somewhere :)

Avatarus

Nope, assembly is not required. I think, plugin creates it automatically, that's why bones were hidden.

Switch lighing in your scene to one light source like it was in older version, it's a way better.

Avatarus

Hey, don't import all animations at once! You'll definitely have to reimport some of them to add root motion, weld some anims together etc.

ShawdyLink
ShawdyLink's picture

Ok, so how should I approach doing this then? Should I just find the basic animations and just import those? such as rolling, walking,, idle, and running?

Avatarus

Yeah, find what you need right now. Also, rename and sort everything. Most of animations are named clear enough if you get into it.

ShawdyLink
ShawdyLink's picture

Ok good to know, I found about 6 animations that I would like to start off with, dasha, dashb, dashs, rollf, waita, and waitb. The names of the animations doesn't matter, but I have another little problem. When I go to import my obj file, the program separates the body parts into 3 separate skeletons. One for the body, one for the face and one for the head. When I choose a skeleton to add my character as a fbx file, I get this error. http://prntscr.com/a1cgps. and btw, when I import my character model, my face and head, go back towards the bottom of the character model like it did in the 3ds max application. Is there any reason why this would be doing that? http://prntscr.com/a1che0 http://prntscr.com/a1chl4

edit: oh and just wanted to mention that I get 3 errors when I import my character file, they are all the exact same thing, they all say "Could not find bind pose, it will use time 0 as bind pose. Is bind pose the location and positioning of my skeletal meshes? If it is, how would I be able to have unreal engine 4 locate the bind pose?

Avatarus

I never worked ith UE4, cannot help you with it.

ShawdyLink
ShawdyLink's picture

Oh, Well do you know the cause of the bind pose error? What would you do to fix this issue on UDK?

Avatarus

No ideas. UDK just used the current pose as default one (through .psk format)

ShawdyLink
ShawdyLink's picture

Hmmm well alright, I guess I will try and find a forum on unreal engine 4 website. Hopefully someone has some insight on what the problem is.

ShawdyLink
ShawdyLink's picture

Hey was wondering if you would have any idea if creating a biped would fix the issue with some parts of the skeleton not creating the same visual in unreal engine as it does in 3ds max? Would the biped make the entire skeleton go with it and attach the face and head to the body when importing it into unrela engine 4?

Avatarus

Your problem occurs with attached parts, not with body mesh, I think. Of course, you can try and reskin everything to biped. Even if it fixes your problem, it's a waste of time.

Try this instead.

ShawdyLink
ShawdyLink's picture

Ok so I figured out why it was importing weirdly into unreal engine 4. I did not move the meshes with the skeleton to position itself the exact same way as the skeleton so when it failed to merge the bones, it wasn't bringing the mesh with it so it was simply going back to its original pose where the mesh was. It still failed to merge the bones, but now I have my skeleton and the mesh in the right spot now. So I guess I fixed the problem lol

edit: now there is another problem. 2 of the materials in persona are not appearing. They are there but they are simply invisible lol. the 2 elements on the lefthand side, #20 and 21 in the persona are for the eyes. For some reason they are not appearing in the persona. Is this simply a texture issue? http://prntscr.com/a1mhg3

Avatarus

No, you just didn't set up opacity for eye tetures (yeah, eyes, not eyeballs).

ShawdyLink
ShawdyLink's picture

Ok so I set up an opacity for the eyes and that did not work, I am guessing I am supposed to create a new material with both textures added to it?

Avatarus

You just need to switch this material to masked type. I don't know how it is called in UE4.

ShawdyLink
ShawdyLink's picture

There is a masked option for the material but that didn't do anything either :( this is the material being used for the eyes. and if you see on the left hand side under the material the blend mode is masked http://prntscr.com/a1pomp I also need to create an opacity mask as well?

 

edit: The opcaity blend mode does not work for the eyes for me. I hope I have everything set up right

Avatarus

There is opacity mask in the alpha channel already. Dude, that's basics. And I'm not google.

ShawdyLink
ShawdyLink's picture

Well I'm sorry, but google is not answering any of my questions, and I can't get help from any other forums. I just want to learn the right way, and I've been spending the past 3 days learning how to do this properly. when I change the eyes material to masked it makes the eyeballs appear but it makes the eyes disappear lol

edit: well I got it to work. simply had to put the bottom node into the opacity mask and put the top node into the base color. So now everything works perfectly now. I finally have a fully functional model with animations all thanks to you. I'm really sorry for being really dumb when it comes to the questions I have been asking. I should have probably mentioned that I have only been using this program a week. and have no game development experience. I apoligize for the frustration you must have went through to assist me in my project. Take care :)