Results 1 to 7 of 7

Hybrid View

  1. #1
    MSgt. Shooter Person
    Join Date
    Sep 2008
    Location
    Planet Andromeda, planning your annihilation
    Posts
    149

    Default Getting the character master skeletons in a format other than *.max

    Does anyone know if there is a way to obtain the master skeletons for the UT3 Characters in a format other than the one used exclusively by 3D Studio Max? Epic only offers these skeletons in *.max format, which is, correct me if I am wrong, only compatible with the uber-expensive 3D Studio Max, which I cannot afford to purchase. I have only Milkshape and Blender, both of which can export to PSK and PSA files, but neither of which can import *.max files. Milkshape can also import PSK and PSA files. Of course, there may or may not be a plugin out there, but I kind of doubt it, as I have heard that the *.max format is a trade secret. Nevertheless, any help would be greatly appreciated.

  2. #2
    MSgt. Shooter Person
    Join Date
    Jun 2008
    Posts
    417

    Default

    What formats can Blender/Milkshape import? I could export the skeletons from MAX to a usable format for you, although you'll probably have to relink all the bones. The Master skeleton is animated in MAX using position/rotation constraints to a biped skeleton (a max-specific object), so exporting to any other format will "break" the rig.

    edit: oh, and the .max file is a trade secret... even between versions of MAX (not backwards compatible in any way, argggh!).

  3. #3
    MSgt. Shooter Person
    Join Date
    Jun 2008
    Posts
    417

    Default

    I just exported the rigs to .OBJ, download here. You can delete all the BIP01_* parts, those are left over from MAX. The b_* objects are the actual bones in the rig. Hope this helps!

  4. #4

    Default

    404 not found
    Can you export it in COLLADA(.dae) or .obj format.
    I use blender too.

  5. #5
    Marrow Fiend
    Join Date
    Jul 2006
    Location
    UT40k
    Posts
    4,165

    Default

    i doubt its that easy, you must remeber the IK rigging that is in place in the max rig, if these are not correct the character will crash every time physics is used (maybe) but will be very bad on a hoverboard
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons

  6. #6
    MSgt. Shooter Person
    Join Date
    Jun 2008
    Posts
    417

    Default

    True, I suppose I should provide a chart notating how the links should be set up:

    Last edited by Archasis; 02-09-2009 at 02:32 PM.

  7. #7
    MSgt. Shooter Person
    Join Date
    Sep 2008
    Location
    Planet Andromeda, planning your annihilation
    Posts
    149

    Default

    Thanks, guys. I really appreciate it.


 

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Copyright ©2009-2011 Epic Games, Inc. All Rights Reserved.
Digital Point modules: Sphinx-based search vBulletin skin by CompletevB.com.