Weapon model creation (HUD)

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===4. HUD-model animation=== ===4. HUD-model animation===
-Анимировать можно в режиме '''Set Key''', и в режиме '''Auto Key''', но в данном случае удобнее будет все-таки во втором режиме.+You can use '''Set Key''' mode and '''Auto Key''' mode, but the second is more useful.<br><br>
- +Press the '''Auto Key''' button, choose the bone (to make animation process easier, just press the '''Context menu (RMB)''' –> '''Freeze selected''' in one of the viewports), fix it with pressing the key, and move the animation scroller to another position - trajectory and key frames will be created automatically.
-Нажимаем кнопку '''Auto Key''', выбираем именно кость (для удобства анимации можно выполнить команду '''ПКМ''' –> '''Freeze selected''' в любом видовом окне), фиксируем ее положение нажатием ключа, переводим ползунок кадров в любое положение - траектория движения и ключи в промежутке кадров просчитаются автоматически.+
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-После того, как мы экспортировали модель без анимации, выбираем нашу анимацию и в утилите '''Stalker Export''' выбираем E'''xport Motion''', после чего экспортим анимацию формат '''*.skl''' +After the model export (without animation), choose our animation and, in the '''Stalker Export''' utility, select '''Export Motion'''. Animation will be converted to '''*.skl''' format.
-*Если игра вылетает с логом "cannot find anim [название_аним-и]_r" или с чем-то подобным, то создавайте копии существующих анимаций с окончанием '''_r''' и добавляйте их вместе с обычными. +
 +* If the game CTD with ''cannot find anim [...]_r'' log or something else, just create copies of all your animations with '''_r''' endings.
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===5. Model configuration in Actor Editor=== ===5. Model configuration in Actor Editor===
-Открываем Actor Editor. Настраиваем параметры в свитке '''Surface'''. Я ставил такие:+Open the '''Actor Editor'''. Configure parameters in the '''Surface''' section. I've used this ones:
* '''models\weapons''' * '''models\weapons'''
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[[Image:Hud lesson 8.jpg]] [[Image:Hud lesson 8.jpg]]
-В принципе, можно попробовать и другие.+But, you can try something else.<br><br>
- +Then, configure parameters in the '''Bones''' section. Select all bones, then choose '''Type''' -> '''XXXX''', it doesn't matter; and - '''Game mtl\objects\small_weapon''', then press '''Generate shape''' -> '''All'''.<br><br>
-Далее, настроим кости в свитке '''Bones'''. В параметрах свитка выделяем все кости, ставим '''Type''' -> '''XXXX''', нет никакой разницы, а также '''Game mtl\objects\small_weapon''', и нажимаем '''Generate shape''' -> '''All'''+To stop ingame animation looping, mark '''Stop at End''' and '''Sync Part''' options.
- +
-Также чтобы анимации не "заедались" во время игры надо поставить галки напротив пунктов '''Stop at End''' и '''Sync Part'''.+
[[Image:Hud lesson 9.jpg]] [[Image:Hud lesson 9.jpg]]
-После этого - настройка анимации. Открываем свиток '''Motions''', нажимаем кнопку '''Append''', выделяем все наши '''*.skl''' – анимации и вставляем в модель. Редактируем в параметрах скорость, плавность и проигрывание анимации. В оружии типа MP5 есть семь стандартных анимаций:+After that - we need to configure our animations. Open the '''Motions''' section, press '''Append''', select all our '''*.skl'''–animations and include them in the model. Edit speed, smoothing, etc. in the parameters. There are seven standert animations in simple weapon like MP5:
* idle * idle
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[[Image:Hud lesson 10.jpg]] [[Image:Hud lesson 10.jpg]]
-Берем с главной кости координаты и градус поворота худа, и вписываем их в конфиг.+Select the main bone coordinates and copy them to the weapon config.
-В разделе конфига '''wpn_..._hud''' редактируются также параметры точки вылета гильзы из оружия, а также партикла выстрела. Чтобы облегчить себе работу с этими параметрами, можно создать в 3DSMax вспомогательные кости и сразу получить их координаты при настройке HUD'а в Actor Editor. Если в логе при импорте или экспорте вашего творения есть какие-то ошибки – значит, вы что-то сделали не так.+Also, in '''[wpn_..._hud]''', there are shell creation and shot particle coordinates. To make configuring easier, just create additional bones on the suiting places of the model, and copy their coordinates.
-Рекомендую сразу не хвататься за сложный HUD, а просто сделать анимированное штурмового–наступательное оружие под названием "Кубик". Удачи!+I do not recommend to try to create the models like M4A1, if you're the beginner. For the first time, try to create simple assault weapon named "Cube" =)
===6. Source files=== ===6. Source files===

Current revision

Contents

HUD model creation

1. Introduction

This tutorial is about weapon HUD-model creation. We do not recommend it to unexperienced users of 3DSMax, so don't ask something like "how to create sphere?". That's what we'll get in the final (3DSMax):


Before this tutorial, I recommend to read Model export tutorial.

If you want to work with the game model, I recommend ogf2smd plug-in for import, because the same function in OGFViewer function creates 11 polygons on the each coordinate, making almost impossible to use the model.

2. Materials

Let's open the 3DSMax. Import the model, open the matetial editor (М button by default). Clink on the Standart button, choose STALKER Mtl.


Image:Hud lesson 2.jpg

Clink on the little button near the Diffuse function, choose Bitmap, and select your texture. Now, assign it to the model. That's all, we've finished with the texturing.

3. Bones creation

It's better to use Bone Tools utility, situated in Character menu.

You can see, now the bones are placed in the HUD-model, in the attached file below. But the main thing is to crate the main, central bone, from which the hand and weapon skeletons will be built. Bones are created in Create -> Systems -> Bones.

4. Skeleton attaching

After the bone placing, use Physique modifier, press Attach to node –> Rigid\Deformable –> Initialize button. Now, the skeleton is ready for attaching.

  • Important note: in every weapon model, must exist wpn_body bone. Without it - the game will crash.

Image:Hud lesson 3.jpg

Turn on the Vertex modе, and, during Select button pressing (do not forget to mark the blue "plus" symbol) choose the vertexes, then press Attach to link. Next, mark the red "plus" symbol (or red, if the object is solid), then click on the bone and choose Lock Assignment. Repeat this with all bones.


Image:Hud lesson 4.jpg

After finishing the bone attaching, save it to file in Physique root settings with Save to *.phy button - it'll be useful in future.


Image:Hud lesson 5.jpg

Now, we can begin to work with the animation.

4. HUD-model animation

You can use Set Key mode and Auto Key mode, but the second is more useful.

Press the Auto Key button, choose the bone (to make animation process easier, just press the Context menu (RMB) –> Freeze selected in one of the viewports), fix it with pressing the key, and move the animation scroller to another position - trajectory and key frames will be created automatically.



After the model export (without animation), choose our animation and, in the Stalker Export utility, select Export Motion. Animation will be converted to *.skl format.

  • If the game CTD with cannot find anim [...]_r log or something else, just create copies of all your animations with _r endings.


Image:Hud lesson 7.jpg

5. Model configuration in Actor Editor

Open the Actor Editor. Configure parameters in the Surface section. I've used this ones:

  • models\weapons
  • def_shader\def_vertex
  • game mtl\objects\small_weapon


Image:Hud lesson 8.jpg

But, you can try something else.

Then, configure parameters in the Bones section. Select all bones, then choose Type -> XXXX, it doesn't matter; and - Game mtl\objects\small_weapon, then press Generate shape -> All.

To stop ingame animation looping, mark Stop at End and Sync Part options.


Image:Hud lesson 9.jpg

After that - we need to configure our animations. Open the Motions section, press Append, select all our *.skl–animations and include them in the model. Edit speed, smoothing, etc. in the parameters. There are seven standert animations in simple weapon like MP5:

  • idle
  • idle_aim
  • idle_sprint
  • shoot
  • draw
  • holster
  • reload


Image:Hud lesson 10.jpg

Select the main bone coordinates and copy them to the weapon config.

Also, in [wpn_..._hud], there are shell creation and shot particle coordinates. To make configuring easier, just create additional bones on the suiting places of the model, and copy their coordinates.

I do not recommend to try to create the models like M4A1, if you're the beginner. For the first time, try to create simple assault weapon named "Cube" =)

6. Source files

You can download them there.

Authors

Article was created by: Egorych
Thanks to: Haron, tambovski, Alwen
Translated by: BAC9-FLCL

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