gameragodzilla Posted March 24 Share Posted March 24 I don't know if mod requests are allowed here, but given how much of a headache I had trying to port over a SPAS-12 model into Ghost Recon, I doubt I'm able to do a full blown character properly. So here's the request: I'd like to add Sam Fisher as a specialist. I already have his loadout of suppressed F2000 and Five-seveN in game, so I just want a working Sam Fisher model. I already found some Sam Fisher .obj files here: https://www.models-resource.com/pc_computer/tomclancyssplintercell/model/23578/ I'd like the one with the uncovered head but fully covered arms model (SamA) to be rigged to a proper character in Ghost Recon, but I understand if no one has the time. If not, could anyone help me with the specific steps. I've seen some of the tutorials but they seem rather complicated from my untrained view. Can anyone help? Thanks. Quote Link to comment Share on other sites More sharing options...
gameragodzilla Posted April 22 Author Share Posted April 22 Also making another reply here just to see if anyone else can help me resolve this error trying to get the Sam Fisher model to work. Reposting what I said in another thread: Attempting to attach the bones from GhostReconBones.max to my SamFisherA.obj file, but the tutorial (https://www.ghostrecon.net/html/recon-chr.htm) tells me to scroll down to "Attach List" when I select GhostReconBones, but I don't see it. How far were you able to get? Quote Link to comment Share on other sites More sharing options...
5Kurz Posted April 23 Share Posted April 23 14 hours ago, gameragodzilla said: Also making another reply here just to see if anyone else can help me resolve this error trying to get the Sam Fisher model to work. Reposting what I said in another thread: Attempting to attach the bones from GhostReconBones.max to my SamFisherA.obj file, but the tutorial (https://www.ghostrecon.net/html/recon-chr.htm) tells me to scroll down to "Attach List" when I select GhostReconBones, but I don't see it. How far were you able to get? "Under the Editable Mesh modifier in the Edit Geometry sub-category there is an Attach List button. Click the button" [[There is a screen print showing the dialogue box] (from: https://web.archive.org/web/20040208143252/http://piggyson.com/gr/index.html Quote Link to comment Share on other sites More sharing options...
gameragodzilla Posted April 23 Author Share Posted April 23 (edited) 48 minutes ago, 5Kurz said: "Under the Editable Mesh modifier in the Edit Geometry sub-category there is an Attach List button. Click the button" [[There is a screen print showing the dialogue box] (from: https://web.archive.org/web/20040208143252/http://piggyson.com/gr/index.html Okay, using this other tutorial, I was able to successfully attach the bones, but it's nowhere near perfect. Not all the vertices are attached to the bones and the proportions are off. Are there any tricks to help me figure this out? What are the proper attachment points, anyways? EDIT: Here's the problem I'm running into. Not everything is being attached properly and therefore the model deforms, especially when the animation starts playing. The worst part seems to be the forearms and hands, which don't seem to get attached no matter what I do. Here's a couple screenshots of it. Here's also a dropbox link of the .max file that I'm using. https://www.dropbox.com/s/o3kdez7u06dstwh/Sam Fisher 3.max?dl=0 Edited April 23 by gameragodzilla 1 Quote Link to comment Share on other sites More sharing options...
RussiaGhost Posted April 24 Share Posted April 24 After assigning the bones to the model, you must select the bone in edit mode Edit envilopens. You must check the checkbox for the vertices. This will make it possible to highlight the vertices. You have to select those vertices that are detached and assign ABS EFFECT 1.0 to those vertices. After that, these vertices will belong to the bone and this will fix errors with vertex separation. Quote Link to comment Share on other sites More sharing options...
gameragodzilla Posted April 24 Author Share Posted April 24 1 hour ago, RussiaGhost said: After assigning the bones to the model, you must select the bone in edit mode Edit envilopens. You must check the checkbox for the vertices. This will make it possible to highlight the vertices. You have to select those vertices that are detached and assign ABS EFFECT 1.0 to those vertices. After that, these vertices will belong to the bone and this will fix errors with vertex separation. Understood. Is there an exact point where I'm supposed to place the bone points, btw? I'm still not sure if the points such as "hand", "forearm", "bicep" etc. are supposed to be located in the middle of what they're listed at or the joint where it's supposed to bend, ie "hand" is placed at the wrist, "forearm" at the elbow, etc. Quote Link to comment Share on other sites More sharing options...
Zeealex Posted April 25 Share Posted April 25 It's also worth noting it appears you've moved the bone positions to fit the model as well, bad juju. If you change bone positions the character will not work well in-game. You need to fit the model to the bones. There's an example character file lying around somewhere, lemme see if I can find it. Quote Link to comment Share on other sites More sharing options...
gameragodzilla Posted April 25 Author Share Posted April 25 (edited) 2 minutes ago, Zeealex said: It's also worth noting it appears you've moved the bone positions to fit the model as well, bad juju. If you change bone positions the character will not work well in-game. You need to fit the model to the bones. There's an example character file lying around somewhere, lemme see if I can find it. Great, now that's gonna be even harder as I don't know how to modify the model. It was so much easier with the gun model just shrinking it down to the right size and putting the helper points where needed. Edited April 25 by gameragodzilla Quote Link to comment Share on other sites More sharing options...
Zeealex Posted April 25 Share Posted April 25 Lol right?! Character modelling in any game is a PITA honestly, lots more moving parts, literally. I don't have max installed anymore (gg me) but I think I have a VM with max 5 on, I'll show you how to modify the model hopefully sometime today Quote Link to comment Share on other sites More sharing options...
gameragodzilla Posted April 25 Author Share Posted April 25 (edited) 6 minutes ago, Zeealex said: Lol right?! Character modelling in any game is a PITA honestly, lots more moving parts, literally. I don't have max installed anymore (gg me) but I think I have a VM with max 5 on, I'll show you how to modify the model hopefully sometime today If you would be so kind, could you modify the model for me and finish the rigging? I'm too inexperienced with 3D modeling in general to do much stuff here. I only got the SPAS-12 working because I found an already existing free model online, downloaded it, shrank it down to the reference size and then slapped the helper points where I needed them. Any actual 3D modeling is beyond my capabilities. Gah, why does this have to be so difficult? I just want to add Sam Fisher into the game. Someone prior was apparently working on doing the same thing years ago but never seemed to go anywhere. Well, I'm just happy JP_Hana (name right?) made the Rambo mod. That was awesome, and since I'm also a big Rambo fan, I just use him as my main character for now. lol Best Rambo game now. Edited April 25 by gameragodzilla Quote Link to comment Share on other sites More sharing options...
Zeealex Posted April 25 Share Posted April 25 I don't do 3D anymore unfortunately, especially with max 5 lol. Max 2013+ has a neato little tool called skin wrap which makes the rigging process 900x easier. Having to do it all by hand is just way too stressful for me after so many years. Happy to show peeps where the buttons are, and I'll still be trying to chip away at a CHR plugin for modern max versions (and no doubt harassing the other Alex lol) at some point, but otherwise I'm taking a wee break from 3D. Quote Link to comment Share on other sites More sharing options...
gameragodzilla Posted April 25 Author Share Posted April 25 1 minute ago, Zeealex said: I don't do 3D anymore unfortunately, especially with max 5 lol. Max 2013+ has a neato little tool called skin wrap which makes the rigging process 900x easier. Having to do it all by hand is just way too stressful for me after so many years. Happy to show peeps where the buttons are, and I'll still be trying to chip away at a CHR plugin for modern max versions (and no doubt harassing the other Alex lol) at some point, but otherwise I'm taking a wee break from 3D. Well, thanks for helping as much as you did anyways. Hopefully once the .chr plugin is done, it'll make things a lot easier. Would be cool to add all sorts of different characters and such into the game. Quote Link to comment Share on other sites More sharing options...
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