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  1. #1

    Default 3d max and characters

    Hi ! all

    I surch a tutorial about the setup of a biped
    in 3d max to export in Unreal tournament 2K4

    I have 3 point i'am not sure !!

    - i have to use the biped standard in 3d max ? (with no modification) or dawnload a ready biped setup ?

    - i have to create a box or a bone for the weapon ?

    - in many tutorial i'ved see the biped look like box.. like this picture...why this difference ?

    tank Zosso @+



    Tank Zosso


  2. #2
    MSgt. Shooter Person
    Join Date
    Aug 2006
    Location
    Utah
    Posts
    211

    Default

    first off... that character looks awesome! i like the design of it, and good job with the poly count! i can never get them under 4000.

    second... i like using unreals own skeleton for their official characters because then you can use their animations rather than making all of your own. ... i cant quite remember where i found those skeletons but i will see what i can dig up for you, i strongly recommend you use them.

    Third... if you are going to use physique modifier to 'skin' them to the bones you need to set a few options when you initiliaze it.

    set it to 3 links and rigid... i'll get you some screenshots of what i mean.

    sorry that i cant be more helpfull, i will get you some screenshots and those skeletons on saturday, i have been meaning to do that anyways!

    Good work! and Good Luck.

  3. #3

    Default

    i cant quite remember where i found those skeletons but i will see what i can dig up for you

    Hi !! Cody Lavery




    tank verry much !!

    Zosso @+
    Last edited by zosso; 08-25-2006 at 12:01 AM.

  4. #4
    MSgt. Shooter Person
    Join Date
    Aug 2006
    Location
    Utah
    Posts
    211

    Default

    k found the skeletons... Official_Player_ModelsMeshes

    i recommend that you open a few of the files until you find some that are in a da vinci pose, some sort of pose thats similar to your characters pose. then save that file as something else, wipe out their mesh and use their bone structure on your character. DO NOT scale the biped to fit your character, do the inverse try to scale down your character tell it fits the biped, then if necessary rotate the bipeds arms into position (dont rotate beyond 90 degrees that messed up on one of my meshes).

    i have been meaning to make a tutorial for this for awhile so ill get on that soon.

    good luck

  5. #5
    Redeemer
    Join Date
    Apr 2003
    Location
    United Kingdom
    Posts
    1,228

    Default

    For your question regarding the look of the biped, you can set any object in Max to display as boxes in the right click properties menu. It's just easier to work with boxes since you can see them around the mesh, unlike a default biped.

    Also, you don't need to worry about adding a box or bone for the weapon, the only reason that is there is as an animation aid (the box can be attached to the other hand so you can see where the weapon model should be during an animation).
    Previously known as Darksaber

  6. #6

    Default

    Hi ! Radiosity

    tank you verry much

    Zosso @+


 

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