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View Full Version : A great day for Max Payne modeling


jaikrishnan
04-19-2003, 04:32 AM
I have found a way to import maxpayne models into gmax. by my way you can import with animations provided you have Milkshape. If you want to know how, you just have to answer this simple question. How do i change the joint size and bone size in gmax cause the bones are too danm after i import them into gmax.


This is no joke, i am serious. you can import anyhthing and everything into gmax.

PlayfulPuppy
04-19-2003, 04:51 AM
Not too sure how it works in GMax, but I believe you have to disable IK.

Sayantan
04-19-2003, 05:21 AM
Originally posted by jaikrishnan:
I have found a way to import maxpayne models into gmax. by my way you can import with animations provided you have Milkshape. If you want to know how, you just have to answer this simple question. How do i change the joint size and bone size in gmax cause the bones are too danm after i import them into gmax.


This is no joke, i am serious. you can import anyhthing and everything into gmax. <font size="2" face="Verdana, Arial">If u have really made a way out to import Max Payne animations in GMax,then its a damn gr8 news.But if u r talking about importing only the model in GMax,sorry then its already done.
BTW to increase or decrease the joint size in Milkshape3d, got to File->Preferences.There u'll get the damn option to change the joint size.Max Payne models uses a joint size of .025(not too sure).

jaikrishnan
04-19-2003, 05:36 AM
i have found a way to import animations too. But the problem is the skeleton shows up too big in gmax. I have already changed te joint size in milkshape. i want to know how it can be done in gmax.

jaikrishnan
04-19-2003, 09:59 AM
No point in dealing. Here's how you can import into gmax

1.Download and install the smd import script from Smdimport (http://mojo.gmaxsupport.com/)

2.Now export the file from ms3d into smd.

3.run the smd import script and wallah!!

But you'll some huge star like thing. But when you import the same file in ms3d it works fine.

Maddieman
04-19-2003, 01:40 PM
Um...I'm not sure how smart or stupid this question is, but here goes...

Does it work for 3ds max?

I mean, for all I know, you can't even export from GMax can you? Are the kf2 exporters even compatible?

If so, then you've hit the jackpot...sort of -- I tend to make all my animations from scratch now; but still, good work if you've sussed it. images/icons/smile.gif

EDIT:

I just found a response from Remedy regarding GMax:

http://forums.3drealms.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=18;t=000400

One of the major gmax problems (of which discreet is very low key about) is how expensive is the "gmax developer" <font size="2" face="Verdana, Arial">Heh, I was right. images/icons/grin.gif

So much for GMax for MP2 then....

[ 04-19-2003, 01:46 PM: Message edited by: Maddieman ]

Sayantan
04-19-2003, 03:24 PM
Hey Maddie yeah buddy checked that thread out.Its interesting.Oh buddy I didn't know it had so much with the developers.They still can make plug-ins for lo-budget progies like Rhino3d which I think is obvously better than Milkshape3d.
Okay I need to update something.
IK WORKS DAMN GOOD ON THE MAX PAYNE BIPED IN 3D STUDIO MAX.I checked it out somedays back.All the extra effort u have to do is make another "toe-tip" bone and make it the children of the "toe" bone(the name doesn't matter).Then assign IK's.Make the animation and save as a file.At last while exporting,just like the grid,delete those bones too.Its that simple.
The result...?...............
The jumping animations become more realistic.The running and walking animations become more realistic.Well.........every animation related to gravity becomes realistic.
Is there anything more u can expect from it? images/icons/grin.gif

Mrd4
04-19-2003, 09:37 PM
Hmm...could you explain that in a little bit more detail for me? I'd love to use IK while animating, but I'm on the noob side when it comes to finding my way around 3ds. Thanks.

jaikrishnan
04-19-2003, 11:40 PM
The smd import script works wuth 3ds max 4.2 and above, so now you can import mp animations into 3ds max as well as gmax. but there is no way to export from gmax.

jaikrishnan
04-20-2003, 12:08 AM
I have got some screenshots to prove my point.
withbone (http://maxpayne.ish.biz/withbone.jpg)
withoutbone (http://maxpayne.ish.biz/withoutbone.jpg)

Mrd4
04-20-2003, 01:01 AM
Here is the problem that I have run into with your method. If you export the Max animation as a reference SMD, when you import it into 3ds you get the model with all of the jaggy bones (which can be made thinner, but not shorter, I think), but no animation. If you export it as a sequenced SMD, however, when you import into 3ds you only get the bones - no model, but you get the original animation (with keyframes on every frame - making things hard to edit). What makes this nearly impossible to edit, however, is that there is no model, and therefore no reference to what you're doing except for a gyrating crystal. I guess if you were just trying to tweak the run animation by rotating Max's hand 90 degress then you could sort your way through the bones and rotate what you like, then exporting it as an animation. However, unless I'm doing this totally wrong, it isn't very practical. This is sort of like a fool's gold discovery of Max Payne modding...too bad.

EDIT: I just exported the run animation, but I rotated the arm about 45 degrees just to see what would happen. The results were...well, they weren't good at all. I'll add a screenshot of what it looks like when Max tries to run with this new animation. Of course there is the chance of error on my part, so I encourage everyone with the recources to try and do this and post their results here.

http://home1.gte.net/res18sth/oops.jpg

[ 04-20-2003, 01:09 AM: Message edited by: Mrd4 ]

Sayantan
04-20-2003, 01:32 AM
Okay Mrd4, Do u think I should compile a super-short tutorial for the whole process.That wd be better and I wont have to type it in a different method to different people.I'm also thinking of making one of those Skybox making tutorial I messed up.
Maybe I'm too noob for tutorials.Still it cd be of use at least to somebody.

Mrd4
04-20-2003, 01:39 AM
If you did make a tutorial for how to get IK working, I'm sure that most of the animators of the community would greatly appreciate it, especially me. It doesn't have to be anything fancy, or long and drawn out. Just a basic synopsis of what to do. Thanks a lot, if you do it.

jaikrishnan
04-20-2003, 02:01 AM
First you import the refernce and then you import the sequence. just like you import kfs first and then import the kf2. but there is no way to make jaggy bones alright