mds......


(pants) #1

i am hoping that the kind and community supporting souls of splashdamage could offer some insight into this mystery of modmakers alike. are there any plans for releasing the mds exporter? if there aren’t any plans, who would i go about to annoy with a barage of e-mails a day in getting it released? :smile: would it be someone at iD? activision? gray matter? nerve? i was under the impression from a certain dj named bob that it was going to be released in conjuction with the 1.33 source but it wasn’t. :sad:

any help would be great, thanks.


(digibob) #2

no that’s not what i said :smile:


(pants) #3

d’oh. what did you say then?

'twould be a shame to have all these polygons and mocap go to waste…


(sock) #4

Yes the mds exporter is being worked on but when it will be ready I cannot say atm.

Sock
3d Brush Monkey


(pants) #5

yay, the mds exporter was released and i finally got some time to play with it. I was wondering if anyone here coughsplashdamagecough has been working with it as i am experiencing some difficulties to say the least. I am assuming that the tags and all that are set up correctly (based on my q3 modeling experience…) (relative to the tag, from the top, the long side is going up with the short side going right) but for some reason when i export, the geometry tries to spontaneously combust and i get this…

This, this, this, and this.

So yeah, i don’t really know why it would be doing that but any insight would certainly be nice. If need be, i can post the .max file so you can take a look at what might be the culprit. Thanks. :smile:

<font size=-1>[ This Message was edited by: pants on 2002-08-28 09:35 ]</font>


(Hewster) #6

Hey pants …

Looks like you done more than me !!
I’ve been trying for a while, although i have really
limited access to 3DsMAX, so its been really fustrating :sad:

My models don’t seem export the hierarchy properly :sad: the model ends up attached to the pelvis only, plus the meshes are combined
into 1 mesh.

Your pics look like the skin envelope properties
are too strong ?

I’m a bit of a begginer with this kind of
modeling, so I’m probably wrong.

I would be interested in looking at your max
file however, perhaps between us we can sort
this out ?

Hewster


(Fluffy_gIMp) #7

Mds is an interesting format to work with; we had fun getting to grips with it. Here’s a cut and paste of our own internal howto with regards to mds compiled by Frankie, it should give you some pointers:

MDS Mini HowTo

To convert a model from 3D Studio MAX to mds format, you first need
to export your model to the skl format. Install the SkelOut plugin
in the plugins folder of your 3DSMAX installation. Load your model
and choose File->Export… Save the file as a .skl file.

Now you have your skl file, the next step is to run buildmds on it. Type
‘buildmds [filename] -mds’ at the commandline; [filename] is the relative or
full path to your .skl file. This should now build your .mds model.

In order for the export process to be successful the following must be true:

ACTIVE.
The biped and the root is the only element of the model which is
active, i.e. unfrozen and unhidden. See note.

FROZEN.
You must make sure that all the objects you want to be exported are frozen,
So in the case of the player model: l_legs, u_body, u_lfthand, u_rthand
and all the tags should be frozen, along with bip01 footsteps. See note.

HIDDEN.
All the objects which you want the exporter to ignore should be
hidden, for example any reference objects used to get the correct
hand placement etc.

Note: Dummy objects can be either frozen or active to work. In
the Gray Matter / Nerve models they are frozen.

I hope this helps, if not let me know :smile:

cheers

-Fluffy_gIMp


<insert witty line here>

<font size=-1>[ This Message was edited by: Fluffy_gIMp on 2002-08-28 20:08 ]</font>


(pants) #8

Sweet, i’ll have to try exporting it with the body objects frozen. Hopefully that’s the reason. Thanks a lot Fluffy_gIMp.

When my webserver gets back up, i will put the file up Hewster.


(pants) #9

:sad: unfortunately the frozen thing did not fix it for me. I guess I’ll take a look at the weightings.

Is there any specific reason that the hands are not attached to the body in the default models? Also, is there a need for tag_weapon2, _lbelt, _ubelt, _torso? As far as i can tell, they aren’t used anywhere.


(pants) #10

so umm ya, i feel kinda silly. here was the problem…

I started modeling my character way before the tools were released so i didn’t really have any idea of how large he would be. as such, my model was like 6 times larger than normal. so, i would physique him and then i would change, in figure mode, the height of the biped thus shrinking him to the right size. Aparently RtCW didn’t like this and i got what i showed. So, i had the brainy idea to scale the model down, then physique and everything is looking normal now.

Hope this helps anyone that runs into something like this.

Fluffy, if you know anything about the hands/tags question i had, it’d be great to hear from you. Thanks.


(Hewster) #11

hey Fluffy_gIMp,

Thanks for that insight :smile:

I can now create new bodies, with new animations… wahoooo…

My main problem was I was trying to export
the skinned boned model that the mds import
tool creates, and it needs to be a CS
physique model !

OK, so this is what I want to do…

I simply want to add a simple bit of animation
to the existing models, for firing duel pistols.
How can i convert the imported skinned mds animations to physique ?

I really don’t have the time to re-make ALL
the existing animations !

Has anyone got access to the original max
files used by Grey Matter / Nerve ?

Pants… I believe the tags have several uses

1} to attach gibs / head / weapons
2) hit detection ? (not sure about this)
3) calculating model positions ? (or this lol)

Hewster


(pants) #12

ya, i realized after i wrote my post that tag_torso is indeed important. I never saw the other ones mentioned in any of the .skin files i have looked at thus far so i was curious.

As far as the animations, i have them ripped, i am going to e-mail Gray Matter to see if it’s ok to distribute in a guide that i am writing and should have completed within 2 days. Either wait just a little more, or use CSMExport script/motion flow (it was a fairly lengthy process…).


(fretn) #13

that would be very cool, if you may do this !

fretn


(pants) #14

i just got the e-mail back from Dan Koppel at Gray Matter. He figures it would be fine to release that animations, so i will work on my guide later tonight and hopefully have it all wrapped up for tomorrow night. Hopefully…


(fretn) #15

I’m glad to hear (read ?) this news, that will save much much time.

thank you, for the work you are putting in it.

fretn


(Hewster) #16

Yo Pants,

I’ve had a play with the csmxport.ms…
You was not wrong when you said it was a
lengthy process !!. I managed to merge
the example file in the CS folder, and started
adding the new points needed. But time has run
out for today :sad:

I’m glad Dan said yes :smile: and I had better
tell him we don’t need their original max file’s now :grin:

Thankyou, Pants,for sharing your hard work
I really appreciate it.

Hewster