![]() I do not recommend this but sometimes it can't be helped. It's possible to remove vertices but that requires you to copy paste your modifier to ALL of the morph targets, or 3dsmax will refuse to export the morph data when you try to save it as fbx. Note that you're still not allowed to add new vertices, only move existing ones. If you really need to modify your base model, do so by adding modifiers on TOP of Morpher.This only applies to morph targets, not the base model! If you need to make changes to a morph target, disable "Auto-Key", make the necessary changes and click "Rebuild All Morph Targets" button afterward to make the changes take effect.See below for instructions how to edit a morph target properly. A morph target was moved out of place accidentally. Check that the correct frame is set to 100 and all the others are set to 0.Ģ.You gave the wrong name to a morph targetģ. Something's out of place? There's three possible causes:ġ.You didn't set the morph ratio correctly.Success! If you've done everything right, moving the frame selector back and forth will change your model to match the reference model.Find what's the name of the flex for the current frame and click on the arrows next to your morph target's name in the morpher modifier and drag up untill the 0 changes to 100. Hit "Zero Active Channel Values" again.Move to frame 1 by using the slider (1) or the arrow (5). Hit "Zero Active Channel Values" in the morpher modifier. Put the frame slider back to 0 if it isn't already.You'll see the names of your copies have filled the -empty- spots. Make sure they're all there, select them all and click Load. You should see a list with the names of all the copies you've made. Click on "Load Multiple Targets" in the morpher modifier.(3) Red borders will appear in your viewport. Add a "Morpher" modifier from the Modifier List menu. Hide all your morphed copies and select your "original" model.For example, if we're making an item for the heavy, we will rename "YOURITEM032" to "upperSuprise1" (note: I didn't make a typo! Some flexes contain typos, you need to copy those aswell!) I've included a list of names and the respective frame numbers in the resource pack, in the "flexnames" subfolder. Now it's time to rename your morph targets to match Valve's flexes.3dsmax should add the numbers by itself but be sure to double check. Make sure the object name contains the number of the reference frame. Do the same for each frame (minus frame 0).Once you're done you can hide it so it doesn't get in the way. IMPORTANT: Do not add vertices! Only move existing ones or the morph target won't work. Modify the copy accordingly to fit the reference model. Make a copy of your item, call it something like YOURITEM001 for now.I find it is better to leave the skinning to after flexing but anything will work so long as the Skin modifier is on top of your modifier stack once you're done. Make sure your item is finished and fits the reference model (on frame 0) properly before flexing it! Modifying a flexed item is likely to break something and could force you to start over.If try to move the animation slider (1) you will see that the model changes facial expression. Go in the "reference_max" subfolder and pick your class of choice.Īt the center of the screen is what we will call "reference model". I will be trying to point out common mistakes aswell as give a few tips on how to make your workflow a little bit faster. This guide requires a basic understanding of how to use 3dsmax and make items for tf2.ĭo not be alarmed by the wall of text! The process is actually quite simple once you know how it's done. The above resource pack should more or less save you from doing the first section of his guide. There may be some differences depending on your version.įor Maya and Blender, you should follow Napy Da Wise's Guide. We are going to be using 3dsmax 2012 in this guide. NOTE: This is currently a first draft, feel free to point out any flaws or if something isn't clear If any of this is a problem to you, use the Source Pack and utilize the individual flexes as reference. Some of the flexes can't be extracted properly. This is not something I can fix, as far as I know. The soldier has his eyes closed on frame 0 The medic has problems with the vertices around the neck and eyes. The engineer is based on the community-made goggles-less model. Source Pack [Contains the smds for ever single flex, for all classes Main Resource Pack [Subfolder names and what they contain:įlexnames - List of names for flexes and respective frame number This will save you quite a lot of time and boring, tedious work! Normally you'd have to go through extracting every flex to use as reference, fortunately, someone already did it for you (spoiler, it's me!).
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