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FRG Realms

#9
(04-18-2018, 03:11 AM)Derp-A-Doodle-Doo Wrote:  what part of porting takes so long if i may ask?

Fixing all of the artifacts from porting animations to SMD's from 3dstudiomax. The assets are converted from an unreal engine compiled pack, everything looks fine in 3dstudiomax. But upon exporting to SMD (source engines model format), lots of things get fucked up with their animations. So I usually port to SMD, import to blender, and have to go frame by frame of every animation to fix random artifacts that occurred. Sometimes it can be as easy as just rotating a foot bone 180 degrees(for every frame), other times, not so much. Involves completely re-animating some aspects of the skeleton.

SMD's animation format keyframes every single animation frame too, so I literally have to go frame by frame and do this. I usually setup macro's to do it more quickly, but it's still a huge pain.

Everything else is just converting their texture maps to Source Engines, writing the proper VMT files, then compiling the model (pointing to right materials), getting it in-game, looking for more artifacts, and usually 3-4 more re-compiles to get it good enough.
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Messages In This Thread
FRG Realms - Anthony - 04-16-2018, 08:07 AM
RE: FRG Realms - Moz - 04-16-2018, 10:28 AM
RE: FRG Realms - MicroBoss - 04-16-2018, 10:31 AM
RE: FRG Realms - tobiasxz - 04-16-2018, 12:49 PM
RE: FRG Realms - Brassx - 04-16-2018, 02:15 PM
RE: FRG Realms - drkillroy - 04-16-2018, 02:31 PM
RE: FRG Realms - Jerk Butt - 04-16-2018, 10:28 PM
RE: FRG Realms - Derp-A-Doodle-Doo - 04-18-2018, 03:11 AM
RE: FRG Realms - Brassx - 04-18-2018, 03:43 AM
RE: FRG Realms - Anthony - 04-18-2018, 07:57 AM
RE: FRG Realms - Hala - 04-18-2018, 12:06 PM

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