Tutor, FrgM: building from exisiting models
Posted: Fri Feb 13, 2009 7:01 am
==========
This tutorial attempts to explain the procedure for reworking existing guns and turrets-as-bodies into turrets for existing vehicles.
Credits to Stridor and Mraah.
==========
.Import X (under file menu)
[Note J key moves view; and right click = free move always]
[A_] First I highlight unwanted vertixes (wheels, body etc)... by hitting V key and then drag lasso and point click; control+left click to highlight additional. [FrM works like most windows things.]
(I use mostly FrgM's default interface. Backface seen [Note View Menu panel on screen shot A1 -- get familiar with those])
[A_] then delete with delete key; lastly Menu bar/vertix/'delete orphans'
[B_] next highlight all vertixes: ctrl+A (all vertixes and faces) or lasso (just vertixes)
[B_] hit M key for transform move (can do this multiple ways, typical of programs.); manual move (left click mouse drag)
-or can use pulldown menu at right: eg 'mesh' /'move. (I'm not sure how transform move and mesh move differ--though they do.)
("constrain" X or Y or Z if desired [at right] --dependent on model individual is working on and where he wants it.)
[C_] now save as .ugh
[C_] next, merge in vehicle temporarilly. (file menu)
[C_] move to appropriate position by making X,Y,Z [0.xx or -0,xx] settings and hit invoke button --!!_NOTE your settings (eg "-0.015" Z axis, invoked twice; "0.09" Y axis, invoked once etc)_
[D_] reopen your save (don't save the merge changes you just made! --you're going to redo them without the merge event)
[D_] move model as you just did through using the same X,Y,Z-Invoke settings(s), thus moving your gun/turret to appropriate. Save.
..............
==NOW HERE IS IMPORTANT STUFF==
-----------
~> If original file was turret: [screen shots 'E']
.delete _extra_ 'bones' (eg removed wheels etc, because of all your vertix deleting earlier)-- B key; grab in view screen; delete.
.under Models tab delete _unused_ 'Groups' (wheels etc) and all but one 'Material'.
JUMP TO "6." below (if original file was turret)...
-----------
~> If original file was "body": [screen shots 'E']
.under Models tab, delete _all_ 'Groups' and all but one 'Material'.
.delete all animations under Animation tab. (eg 'animations01')
.Under Skeleton tab delete _all_ 'bones'.
1. [F_] under bones tab, right click on 'skeleton', add new bones, naming as in screen shots F.
(((((((((((
FYI, hardcoded Bone names (must be exact word):
:Frame_bone_tankcommander
:Frame_bone Firingpoint01 {big Gun}
-& 02 {MG}
:Frame_bone Firingpoint01_dir
& 02_dir
:Frame_bone_position01 & _02 & _03
: xxx_turret ? (maybe any file mapped in an xml under [turret=] will rotate --so long as rotation is set in xml.)
when putting actual rotating turrets are on a vehicle (unlike welding guns on HTs as "turrets"), these must be lined up on world center 'Y' axis.
-and damage animation is needed. (recoil animation is always needed but not damage --vehicle animation suffices.)
)))))))))))
2. [G]_ use left view (zoom in a bit with mouse wheel). Manually move all bones, leaving first one alone at dead center. "constraints" X-axis could come in handy now [at right].
3. [H_] assign vertixes by ctrl+A(highlight all) and then right clicking "Frame_bone_gun" [under skeleton tab], choosing 'assign vertixes': move slider right to full Red Weight [1000]; then hit "set".
4. [I_] copy the name of that bone by cliking on name gently and ctrl+C (under skeleton tab).
(your model is still ctrl+A selected)
5. [J_] under models, right click groups; add new. Then paste in [ctrl+V] the exact entire Frame_bone_ name. Now right click it: choose "add selection to group"
-----------
6. to snyc up lighting direction for turret: MENU/Face/Flip normals/ x axis'
(ctrl+A to select entire model, then...)
& under "Material" right click the entry from earlier, choosing "assign material"
& save.
& export to .X using Stridor's settings.
& run through Stridor's fMF.
======================
This .X file's name (outside file name) can be anything. BUT the ArmouredUnit XML must map to that name exactly.
Folder scheme in ArmouredUnits is such that you can map an XML to folders inside folders. For example, I have one folder for the 251 D hull and all their guns inside separate folders in there.
I make a scenario of the new models on Stridor's blank map to test.
If in the process of testing PzC freezes on scenario load, hold esc key for few seconds to leave PzC.
===========
**_Jumbled "character" [ie model] in FM_
Some files --where you will be keeping the animations-- are such that in fragM they are a jumbled messed-up pile, "akimbo" (per Stridor).
To fix:
-you go to the Animations tab and select the animation01 and the model lines up properly.
(-BUT if you touch any bones in the view screen --eg if you have to reposition the gun/turret-- the model re-jumbles! So...)
-Next: File/"Export Pose". Then open that new pose save. Viola!
Now you can edit freely.
-When done, "merge animation" in from orig.
============
More weirdness:
Sometimes --especially wheels-- the animation will be below surface in game.
To fix... open X file/go to animation view and delete the first keys from the top 3 lanes --Then undo that. Then export to .X or save (and export to .X).
-----------
The tutorial _and synchronized images_ in a zip package:
This tutorial attempts to explain the procedure for reworking existing guns and turrets-as-bodies into turrets for existing vehicles.
Credits to Stridor and Mraah.
==========
.Import X (under file menu)
[Note J key moves view; and right click = free move always]
[A_] First I highlight unwanted vertixes (wheels, body etc)... by hitting V key and then drag lasso and point click; control+left click to highlight additional. [FrM works like most windows things.]
(I use mostly FrgM's default interface. Backface seen [Note View Menu panel on screen shot A1 -- get familiar with those])
[A_] then delete with delete key; lastly Menu bar/vertix/'delete orphans'
[B_] next highlight all vertixes: ctrl+A (all vertixes and faces) or lasso (just vertixes)
[B_] hit M key for transform move (can do this multiple ways, typical of programs.); manual move (left click mouse drag)
-or can use pulldown menu at right: eg 'mesh' /'move. (I'm not sure how transform move and mesh move differ--though they do.)
("constrain" X or Y or Z if desired [at right] --dependent on model individual is working on and where he wants it.)
[C_] now save as .ugh
[C_] next, merge in vehicle temporarilly. (file menu)
[C_] move to appropriate position by making X,Y,Z [0.xx or -0,xx] settings and hit invoke button --!!_NOTE your settings (eg "-0.015" Z axis, invoked twice; "0.09" Y axis, invoked once etc)_
[D_] reopen your save (don't save the merge changes you just made! --you're going to redo them without the merge event)
[D_] move model as you just did through using the same X,Y,Z-Invoke settings(s), thus moving your gun/turret to appropriate. Save.
..............
==NOW HERE IS IMPORTANT STUFF==
-----------
~> If original file was turret: [screen shots 'E']
.delete _extra_ 'bones' (eg removed wheels etc, because of all your vertix deleting earlier)-- B key; grab in view screen; delete.
.under Models tab delete _unused_ 'Groups' (wheels etc) and all but one 'Material'.
JUMP TO "6." below (if original file was turret)...
-----------
~> If original file was "body": [screen shots 'E']
.under Models tab, delete _all_ 'Groups' and all but one 'Material'.
.delete all animations under Animation tab. (eg 'animations01')
.Under Skeleton tab delete _all_ 'bones'.
1. [F_] under bones tab, right click on 'skeleton', add new bones, naming as in screen shots F.
(((((((((((
FYI, hardcoded Bone names (must be exact word):
:Frame_bone_tankcommander
:Frame_bone Firingpoint01 {big Gun}
-& 02 {MG}
:Frame_bone Firingpoint01_dir
& 02_dir
:Frame_bone_position01 & _02 & _03
: xxx_turret ? (maybe any file mapped in an xml under [turret=] will rotate --so long as rotation is set in xml.)
when putting actual rotating turrets are on a vehicle (unlike welding guns on HTs as "turrets"), these must be lined up on world center 'Y' axis.
-and damage animation is needed. (recoil animation is always needed but not damage --vehicle animation suffices.)
)))))))))))
2. [G]_ use left view (zoom in a bit with mouse wheel). Manually move all bones, leaving first one alone at dead center. "constraints" X-axis could come in handy now [at right].
3. [H_] assign vertixes by ctrl+A(highlight all) and then right clicking "Frame_bone_gun" [under skeleton tab], choosing 'assign vertixes': move slider right to full Red Weight [1000]; then hit "set".
4. [I_] copy the name of that bone by cliking on name gently and ctrl+C (under skeleton tab).
(your model is still ctrl+A selected)
5. [J_] under models, right click groups; add new. Then paste in [ctrl+V] the exact entire Frame_bone_ name. Now right click it: choose "add selection to group"
-----------
6. to snyc up lighting direction for turret: MENU/Face/Flip normals/ x axis'
(ctrl+A to select entire model, then...)
& under "Material" right click the entry from earlier, choosing "assign material"
& save.
& export to .X using Stridor's settings.
& run through Stridor's fMF.
======================
This .X file's name (outside file name) can be anything. BUT the ArmouredUnit XML must map to that name exactly.
Folder scheme in ArmouredUnits is such that you can map an XML to folders inside folders. For example, I have one folder for the 251 D hull and all their guns inside separate folders in there.
I make a scenario of the new models on Stridor's blank map to test.
If in the process of testing PzC freezes on scenario load, hold esc key for few seconds to leave PzC.
===========
**_Jumbled "character" [ie model] in FM_
Some files --where you will be keeping the animations-- are such that in fragM they are a jumbled messed-up pile, "akimbo" (per Stridor).
To fix:
-you go to the Animations tab and select the animation01 and the model lines up properly.
(-BUT if you touch any bones in the view screen --eg if you have to reposition the gun/turret-- the model re-jumbles! So...)
-Next: File/"Export Pose". Then open that new pose save. Viola!
Now you can edit freely.
-When done, "merge animation" in from orig.
============
More weirdness:
Sometimes --especially wheels-- the animation will be below surface in game.
To fix... open X file/go to animation view and delete the first keys from the top 3 lanes --Then undo that. Then export to .X or save (and export to .X).
-----------
The tutorial _and synchronized images_ in a zip package: