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Messages - Pipann

#31
Animated Models / Re: SFM: Sans
May 31, 2016, 10:35:10 AM


Probably my next project, since she's had no love on SFM.
When it comes to Undertale there is very little to go by for references. Though I can always make sketches. I did the same with Sans.
#32
Already have ideas but not sure if I can pull it off. :)

But maybe, this might be good practice.
#33
Animated Models / SFM: Sans
May 31, 2016, 12:37:16 AM
Not quite animated, but here is my most recent addition to the SFM workshop. With the help of WWMT :)

http://steamcommunity.com/sharedfiles/filedetails/?id=686820984

This is also coincidentally my first full-fledged character model that I ever released to the public and I'm happy he's gotten so much positive attention in just two weeks, even as a beta model. I will definitely be making more in the future now that I've learned more of the ropes of using Wall Worm.

#34
General Discussion / Re: Facial flexes?
May 23, 2016, 02:00:01 AM
Ah, I see. With that question being answered, I guess I'll give VTA a go until DMX works again. Thanks for all the help. :)
#35
General Discussion / Re: Facial flexes?
May 21, 2016, 01:23:40 PM
Again, thanks for the help. I don't usually thank people enough but I do really appreciate what you've done to help me out. And apologies for my earlier outburst. Things I don't understand frustrate me easily. :')
#36
General Discussion / Re: Facial flexes?
May 21, 2016, 11:17:43 AM
Quote from: wallworm on May 21, 2016, 11:09:30 AMThe solution to this is to open your Skin modifier, go to the Advanced rollout and change the Bone Affect Limit to 3. Max defaults to 20, Source only accepts 3. So while skinning a model in Max, you can get values weighted to more than 3 bones per vert unless you bring that value down.

You don't notice this when exporting SMD because studiomdl.exe allows compiling SMD files that have more weights, but it won't compile DMX that exceed this limit.

I thought it was 4, from what the rest of the internet told me. Either way, wouldn't this mean I'd have to reskin again? I'm...honestly not up for that. Not again. I just want things to work.

As of now, I rolled back to VTA and the guides tell me I have to change some code in the qc file to 'define the flexes, flexcontrols and flexnames', or something. But I'm at a loss with that, too. The valve documentation ain't helping. But to be fair, I'm probably just too wound up and angry about it right now to make sense of anything.

I should take a break.
#37
General Discussion / Re: Facial flexes?
May 21, 2016, 11:03:57 AM
Sorry, I can't use WWPro. Not like this

As it turns out, it gave me multiple errors when I made attempts to export my models. From too many bones per vertice to the next error to the next... I'm honestly, incredibly mad with this. Mainly because the former error made me reskin my entire model from scratch which took half the day, and when I learned that doing so didn't solve anything, I just rolled back to the free version and, how about that, it worked again. All that work for nothing.

I'm sorry but I can't go on like this. It's too much.

#38
General Discussion / Re: Facial flexes?
May 21, 2016, 09:11:07 AM
Noticing some deadness in this forum.

I got wall worm pro now and I cannot figure out how to set the default dmx option. Actually, I do, but it won't stay that way and when I attempt to export the facial flexes don't go through. Anyone know why this is happening and what I can do to fix it?
#39
Thank you so much! These rules are definitely not what I followed, haha! Time to rectify that!

And don't feel bad, I know it must be pretty tough to be around all the time. :) I appreciate that you came to answer. And so fast, too!

Edit: Success! Everything is in their proper place now!

http://i.imgur.com/ZunlKoF.png
#40
Hi guys, it's me again. o/

I was preparing to import a (beta) character model into SFM and when I finished compiling the model, somehow the bones on his right arm flipped to face the opposite direction!

After importing into SFM: http://i.imgur.com/KZSSvFz.png

Here is the correct setup in Max. http://i.imgur.com/pu0b7yh.png

Haha, what the heck right? :D I think the issue lies in 3DS Max somewhere. I'm suspecting that it did not like me cloning the bones for the left arm and mirroring them to become the right. I was probably wrong in doing so. Does anyone know a solution for this, or do I have to redo all of the bones in his right arm from scratch? Thanks in front!

#41
General Discussion / Re: Facial flexes?
May 18, 2016, 12:47:18 AM
Quote from: CarbonCopyCat on May 17, 2016, 09:06:36 PM
This WW doc seems to cover exporting and creating facial flexes briefly, and this tutorial provides a more in-depth tutorial on how to make them (I've only skimmed it, so I'm not sure how good it is, but it seems like it'll work).

Thank you. This is exactly what I'm looking for!

Quote from: CarbonCopyCat on May 17, 2016, 09:06:36 PMAs for the eyeballs, I'm not sure at all, but it might have something to do with the name of the bones assigned to the eyes. I remember reading a while back that you needed to take the hand bones from the default HL2 skeleton in order to get the hands working properly, so the same might apply. I'd recommend possibly decompiling some of Valve's models and some of the models on the workshop with working eyes to compare them.

Hmm, decompile them? I haven't tried that before. I'll give that a go.
#42
General Discussion / Facial flexes?
May 17, 2016, 02:40:30 PM
Hello, I'm Pipann, and new to this forum! Boy, been joining a lot of forums lately.

First of all I want to thank you developers of Wallworm for making this neat tool! I simply couldn't have done anything I have done so far without it. It took me a few frustrated attempts to understand how it works but it's a million times better than having to resort to 3D programs I have no experience with whatsoever.

So, last week I started creating my own models and releasing them on SFM. I have two submissions so far, but they're incredibly simplistic. One is a static prop and the other only has a minimal number of bones. The guides for WWMT helped me get this far. Now I've stumbled into a new problem.

For my next challenge, I wanted to submit a character. Overzealous? Yes, very.

I have the model, rigging and skinning all in place but what he still needs is facial flexes. Unfortunately, my experience with 3DS Max isn't all that great and I honestly have no idea how to go about this. I've searched for guides but the few I did find confuse me further with terms I don't understand. :(

...not to mention the fact I can't make anything out of how Valve's eyeballs work or how to reproduce it. Eyesliders?? What? How?

And then there's another question burning in my mind I haven't been able to find an answer to. When I do have facial flexes, how would I go about using WWMT to get those into SFM as well?

Sorry if I'm asking stupid questions or confusing people. I love 3D modeling, but I'm godawful at all these technical things. It's honestly a miracle I even got this far. Haha

I am using 3DS Max 2016, by the way. Cheers o/

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