Tutorial | Exporting human models

If you want to export yours human models or from any other source, but don't now how to do this, this tutorial differently help you with this not simple task.

autor: Vora_bat   translation: [killz]

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We assume that you already have a model in 3d max. First, let's open a soldier from the example that comes with the plug-in for 3D Max - gb_com.max

Next click on the model, it is called the Skin

Delete it. As a result, we will see some kind of android

Android is certainly cool, but we need human body. Next, click on File - Merge and select the model

I opened a ready model:

Pre-named model Skin open tab Modify, and in the list of modifiers add modifier Skin (action can be seen in the screenshot):

Add modifier Skin, click on it and see it options at the right part of the screen:

Click on the button Add, and select from the list following bones:

Body Foot1L Foot2L Foot3L Foot1R Foot2R Foot3R IK_LeftRight IK_UpDown Clavice_left Hand1L Hand2L Hand_rot1L Palm1L Palm2L Palm3L Clavice_right Hand1R Hand2R Hand_rot1R Palm1R Palm2R Palm3R Head

In the end, you will have this list here:

Now comes the most difficult thing. You will need to adjust the weight for each bone so that when you play the animation all sat like a glove, and it was not stretching polygons. Recommend starting practice with slight modifications of a soldier from the example, and then move to the setting completely new model.So, where to start. First, click the button Envelope:

Then in the bottom of the list, select the bone, which will be set up. For a more intuitive explanation, I chose the bone Head

I will tell you the quickest and easiest way to set the bone.Put a check mark next to the item Verticles. This will allow us to select a point on the model that we want to link with some bones.

Then in the edit window, select the entire head:

Next, find the option Abs. Effect, and set there the value from 0.0 to 1.0.
0.0 - means that the points are not attached to the bone
1.0 - in turn, means that the point is completely attached to the bone.

Part of the model changes it colour depending on the parameter.

The head is attached to the bone. We have to check what happened. Push the start button of the animation playback at the bottom, and watch as the head will react to the movement of the bones: On the surface, everything looks good, the model's head is moving normally, no stretching polygons. Now we can start the rest of the bones. However, I think it is you're able to do it themselves, most importantly do not forget to check the model in motion animation, and if you tangled in the bones - you always have a ready-made variant in the example, where you can see the settings of the different bones.

In the end, you should have something like this:

After that, we have to link the Skin to Basis, this is done as follows:

Now go to Object Properties:

And there in the tab User Defined prescribe Poly

When you're finished, go to File -> Export

In the file type, select MDL Scene Export (*. Mdl), and write the name you want, it does not matter

A window appears in which you specify the path to the folder where you exported the model (it is desirable to do so as in the screenshot in terms of checkmarks and other things, the path to the resources of games in its sole discretion) Click Export

Most likely at first during the process of export will be a lot of mistakes, but if you've done all the steps right, the error should not be. As a result, you get a folder which contains the ready humanskin. This folder you put in the: resource/entity/humanskin, and then create the desired .set file in resource/set/breed, specify where in the {skin ...} the name of your skin. If you for example want to change the name in the configuration process with 3d Max, go to the "User Defined" of the Basis, and in the line "Model = entity/humanskin/eng-com" change "eng-com" on any other name.