3dmm.com

3dmm Chatroom: Daily meetings at 11pm GMT (6pm EST)
Go Back   3dmm.com > 3D Movie Maker > 3DMM Chat
User Name
Password
Register Site Rules FAQ Members List

Reply
 
Thread Tools Display Modes
Old 10-28-2005, 02:00 AM   #1
Fish Taco
Senior Member
Fish Taco's Avatar
Join Date: Aug 2002
Posts: 7,034
Help please (actor editing)

Could somebody possibly pull apart an actor into seperate pieces (upper arm, lower arm, torso, etc.) for me, or at least tell me how to do it? Thanks.
Fish Taco is offline   Reply With Quote
Old 10-28-2005, 04:45 AM   #2
Travis Wells
Senior Member
Travis Wells's Avatar
Join Date: Oct 2001
Posts: 11,147
1. ActorExtractor the actor you want to edit
2. Open the .3CN in pencil
3. Find the first BMDL. It should be tiny, about 48 bytes. Export it somewhere.
4. For every BMDL after that, view them.
If they are a part you want to remove, import the blank BMDL over them.
Travis Wells is offline   Reply With Quote
Old 10-28-2005, 05:17 AM   #3
Fish Taco
Senior Member
Fish Taco's Avatar
Join Date: Aug 2002
Posts: 7,034
How do I make sure each has a new id?
Fish Taco is offline   Reply With Quote
Old 10-28-2005, 05:29 AM   #4
Travis Wells
Senior Member
Travis Wells's Avatar
Join Date: Oct 2001
Posts: 11,147
You don't need to mess with IDs. ActorExtractor takes care of all the ID changes that need to be done.

(You do, however, have to do a seperator ActorExtractor expansion for each prop you want to make)
Travis Wells is offline   Reply With Quote
Old 10-28-2005, 05:33 AM   #5
Fish Taco
Senior Member
Fish Taco's Avatar
Join Date: Aug 2002
Posts: 7,034
I have to get the actor from a .vxp, so i renamed it to .zip, unzipped it, and I open the .3cn there... correct?
Fish Taco is offline   Reply With Quote
Old 10-29-2005, 03:17 AM   #6
Travis Wells
Senior Member
Travis Wells's Avatar
Join Date: Oct 2001
Posts: 11,147
erg, that's more complicated.
Much more complicated. Complicated enough that I'll explain later
Travis Wells is offline   Reply With Quote
Old 10-29-2005, 05:59 PM   #7
Fish Taco
Senior Member
Fish Taco's Avatar
Join Date: Aug 2002
Posts: 7,034
aww fuck you

russ.... aaron...?
Fish Taco is offline   Reply With Quote
Old 10-29-2005, 07:27 PM   #8
Fish Taco
Senior Member
Fish Taco's Avatar
Join Date: Aug 2002
Posts: 7,034
I am so alone, in this big dark world, they call v3dmm .
Fish Taco is offline   Reply With Quote
Old 10-29-2005, 08:10 PM   #9
Aaron Haynes
Senior Member
Aaron Haynes's Avatar
Join Date: Dec 2001
Posts: 15,125
I'm not entirely sure what you're trying to do, which is just as much caused by tiredness/hangover/hunger than trying to derive context from your posts. IOW, do you want an actor that is just an arm, or do you want a font that has a bunch of actor pieces in it?


Aaron Haynes is offline   Reply With Quote
Old 10-29-2005, 10:16 PM   #10
Fish Taco
Senior Member
Fish Taco's Avatar
Join Date: Aug 2002
Posts: 7,034
Whatever Russ did with Smash, and whatever you did with Dask for that one test photo where he is leaning over and the wind blows his hair... so I guess the font.
Fish Taco is offline   Reply With Quote
Old 10-29-2005, 10:36 PM   #11
Aaron Haynes
Senior Member
Aaron Haynes's Avatar
Join Date: Dec 2001
Posts: 15,125
Extract all of the necessary BMDLs (arm pieces, leg pieces, head, hair, there should be about 10-20 depending on the character). Also extract the TMAPs that go along with each one. For stuff like hands, you may need to make a seperate skin texture, because of the way they're normally set up.

Use 7gen to make individual textures out of each of the TMAPs.

Now, make a copy of Superdings or some other existing 3D font. Go through the .3cn and replace the BMDLs in there with the actor pieces, renaming the Strings from (Lightining Bolt (a)) if you feel like it. Remove any BMDL references that aren't used in the left window with the - button. Change the ID of the TMPL (I think, it's the reference at the very top). Don't just add 1 to it, use 7gen to generate a new one, I think I've already added 1 to the Superdings ID to make something else. Save the .3cn as whatever you want to call the font.

Now open the .3th, and change the IDs for the three references in there. In addition, View/Edit the top reference and change the ID in that too. Also, view/edit the MBMP, find out the dimensions, and make a new image for your font. For actor fonts, I like to take a screenshot of the Actor's face in front of a textured background, then select a region of the screenshot where you can see the background plus their eyes and maybe part of their face, and resize it to the correct dimensions. You could also just make an image that says "Patrick font" or whatever you need to identify it. I like cool streamlined stuff. Go into view/edit in the mbmp again and import that image (needs to have the 3dmm palette). Save the .3th as whatever you want to call the font.

Now open the .cfg from the copy of Superdings or whatever you used, change the shortname and longname values, and save the .cfg as whatever you want to call the font. Toss all three of these into a zip, rename to vxp, and install.

With your new font and the necessary textures activated in v3dmm, launch 3dmm and you should be able to build the actor as an HMC. Other possibilities are available too, like solid color versions of the actor, or transparent textures for ghostliness or holograms or something. The amount of effort it takes to animate them can make them a bit impractical, but for specific custom animations, it's great.


Aaron Haynes is offline   Reply With Quote
Old 10-30-2005, 01:34 PM   #12
Cowtacular Spleen
Senior Member
Cowtacular Spleen's Avatar
Join Date: Mar 2004
Posts: 2,217
Quote:
Originally posted by Bernatrick
Whatever Russ did with Smash, and whatever you did with Dask for that one test photo where he is leaning over and the wind blows his hair... so I guess the font.

I never did anything with Smash. I made a character font for Augustin in that plane exploding animation. The thing you may be thinking of is where Dee Boned punches Smash in the jaw and he flys back in slowmo. That was a group of textures. Just a body, a leg, a head, and a forearm/hand texture taken from screenshots of Slam at a sideways angle were used.
Cowtacular Spleen is offline   Reply With Quote
Old 10-30-2005, 01:41 PM   #13
Saxon
Member
Saxon's Avatar
Join Date: May 2005
Posts: 780
SOMEONE DO THIS TO HENRY.


Saxon is offline   Reply With Quote
Old 02-04-2006, 04:52 AM   #14
Fish Taco
Senior Member
Fish Taco's Avatar
Join Date: Aug 2002
Posts: 7,034
Quote:
Originally Posted by Aaron Haynes
extract the TMAPs that go along with each one. For stuff like hands, you may need to make a seperate skin texture, because of the way they're normally set up.

Use 7gen to make individual textures out of each of the TMAPs.

Wait. Are you sure you didn't mean, extract all the BMPs from the TMAPs through pencil? Because I just exported every single TMAP file individually. And you can't make textures from tmaps through 7gen .


Fish Taco is offline   Reply With Quote
Old 02-04-2006, 05:56 AM   #15
Aaron Haynes
Senior Member
Aaron Haynes's Avatar
Join Date: Dec 2001
Posts: 15,125
Yeah, I meant the bmps, not the tmap files. I've done it so many times I forgot you could even do that.


Aaron Haynes is offline   Reply With Quote
Old 06-05-2006, 02:05 PM   #16
Molotov
Senior Member
Molotov's Avatar
Join Date: Mar 2004
Posts: 4,858
I've been trying this out, but I've come across a problem. I've done everything that Aaron said, exactly. I've double-checked everything. It seems fine. BUT, when I open it up in v3dmm and try to use it, it doesn't work. I try to select the font, but it doesn't change from the font it's already on, and seems to just ignore it. I'll post the vmm:

http://www.psychoholiday.com/uploade...gustinfont.vxp

Help?
Molotov is offline   Reply With Quote
Old 06-10-2006, 12:33 PM   #17
Molotov
Senior Member
Molotov's Avatar
Join Date: Mar 2004
Posts: 4,858
Yes, some help on this would be very good.
Molotov is offline   Reply With Quote
Old 06-10-2006, 03:10 PM   #18
Aaron Haynes
Senior Member
Aaron Haynes's Avatar
Join Date: Dec 2001
Posts: 15,125
Change the fourth ID field in the .3th.

View/edit on the first QUAD in pencil and make sure that ID matches the other three.


Aaron Haynes is offline   Reply With Quote
Old 06-10-2006, 03:21 PM   #19
Molotov
Senior Member
Molotov's Avatar
Join Date: Mar 2004
Posts: 4,858
I don't understand. What fourth field? The fourth field where? There are only three quads, aren't there?
Molotov is offline   Reply With Quote
Old 06-10-2006, 03:22 PM   #20
Aaron Haynes
Senior Member
Aaron Haynes's Avatar
Join Date: Dec 2001
Posts: 15,125
Quote:
Originally Posted by Aaron Haynes
View/edit on the first QUAD in pencil (in the .3th) and make sure that ID matches the other three.


Aaron Haynes is offline   Reply With Quote
Old 06-10-2006, 04:00 PM   #21
Molotov
Senior Member
Molotov's Avatar
Join Date: Mar 2004
Posts: 4,858
Yeah, it does.
Molotov is offline   Reply With Quote
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump


Sig Police

Contact Us | RSS Feed | Top

Powered By ezboard Ver. 5.2
Copyright ©1999-2000 ezboard, Inc.
Powered by vBulletin Version 3.5.3
Copyright ©2000 - 2022, Jelsoft Enterprises Ltd.