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[PK2 TOOL] BMS Model converter
Discussion on [PK2 TOOL] BMS Model converter within the SRO Coding Corner forum part of the Silkroad Online category.
02/03/2013, 23:21
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#256
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Chat Killer In Duty
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Quote:
Originally Posted by yurka333
silkroad is perfect now haha xD
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OH, that what i wanted to make for long time

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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
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02/05/2013, 15:44
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#257
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Iam New With Blender and i can't edit any thing.... any one can make small video please........
*(Sorry My English is bad)*
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02/07/2013, 15:15
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#258
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Quote:
Originally Posted by PortalDark
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
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I'm pretty sure the Silkroad time was way before these:
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02/19/2013, 23:19
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#259
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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 ?
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02/20/2013, 11:19
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#260
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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.
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02/20/2013, 17:14
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#261
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in step 3 ! after i put the model ! i delete it after it or leave it and export !
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02/20/2013, 19:53
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#262
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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.
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02/20/2013, 20:38
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#263
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LAST QUESTION  ! WHAT ABOUT THE BMT IN MTRL ? I PUT THEM AND CHANGE NAME BUT CRASH  !
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02/22/2013, 22:13
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#264
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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!
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02/23/2013, 13:25
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#265
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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.
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02/23/2013, 20:46
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#266
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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.
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02/23/2013, 20:56
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#267
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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.
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02/23/2013, 22:40
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#268
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Quote:
Originally Posted by perrytje
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.
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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?
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02/24/2013, 11:42
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#269
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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.
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02/24/2013, 18:13
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#270
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ty
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