[PK2 TOOL] BMS Model converter

02/03/2013 23:21 PortalDark#256
Quote:
Originally Posted by yurka333 View Post
silkroad is perfect now haha xD
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OH, that what i wanted to make for long time :D
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to be honest, idk why they didn't did the cat ears on thata, looks good to me
also, even if they go away from SRO "historical" plane, using modern items like caps is not a bad idea
02/05/2013 15:44 mohnd002#257
Iam New With Blender and i can't edit any thing.... any one can make small video please........
*(Sorry My English is bad)*
02/07/2013 15:15 Bartic#258
Quote:
Originally Posted by PortalDark View Post
to be honest, idk why they didn't did the cat ears on thata, looks good to me
also, even if they go away from SRO "historical" plane, using modern items like caps is not a bad idea
I'm pretty sure the Silkroad time was way before these:
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02/19/2013 23:19 youssefgh#259
if this thread is alive ! i really want help to the index was outside the bounds of the array converter problem when i change to bms :) ! and if i must make texture ( coloring the weapon ) ! thnx in advance :) ! and if the problem in my pc ! can any 1 help me if i give him the obj and he change it to me to bms ? :)
02/20/2013 11:19 perrytje#260
Yes, you have to have a UV map on your object, just as normals (which blender does automatically) without that the scripts will give errors.
02/20/2013 17:14 F80#261
in step 3 ! after i put the model ! i delete it after it or leave it and export !
02/20/2013 19:53 perrytje#262
You can just delete the model you used to check the position/scale. You can leave it there as well as long as you have the right model selected on exporting and if you're using the right settings.
02/20/2013 20:38 youssefgh#263
LAST QUESTION :) ! WHAT ABOUT THE BMT IN MTRL ? I PUT THEM AND CHANGE NAME BUT CRASH :( !
02/22/2013 22:13 squigguth#264
is it possible to get the skinned rigs into 3dsmax ?

otherwise it's not possibele to edit a moving model in max.

or if once its in blender can it be saved in a format that CAN be transfer to max?

and do you need to use the .bsk file at all?
thanks!
02/23/2013 13:25 perrytje#265
You can always transfer from blender to max, I haven't released my .bsk script yet, you don't really need it unless you want to make an animation.

02/23/2013 20:46 squigguth#266
could you guide me how i make sure that the bones are correctly converted if i open the model in blender, and how i export them correctly? i am not familiar with blender so i have to make an export to max.
i tried it but i only get the root bone there.
02/23/2013 20:56 perrytje#267
The bones themselve are not exactly in the blender file, there are vertex groups however, which can be linked to a skeleton. So as long as you make sure the vertex groups transfer over you can set the skeleton in max to affect vertex groups.
02/23/2013 22:40 squigguth#268
Quote:
Originally Posted by perrytje View Post
The bones themselve are not exactly in the blender file, there are vertex groups however, which can be linked to a skeleton. So as long as you make sure the vertex groups transfer over you can set the skeleton in max to affect vertex groups.
If the bones are not really in the imported file then how can you find out the size (scaling) and structure (number of bones) that the skeleton should be?

and once you have the bones how do you go about re-attaching the vertex groups to them in blender?
02/24/2013 11:42 perrytje#269
The number of bones are equivalent to the number of vertex groups the mesh has. For the mangyang for example I just modelled a little chainsaw, then moved it to the hand and then attached all of its vertices to the same vertex group as the hand, which made them move together.
02/24/2013 18:13 [GM]Obvlision#270
ty