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Contact Support - Help Center Get help on the UGX Discord. Join it now!Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
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Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
The only thing that plugin allows you to do is export to the game. It has no importing function or viewmodel rigging function. If you want to convert xmodel files into .ma files, you have to use the right xmodel program depending on what game you are working with.
If you want to have the rigs automatically set up for you, you have to use Maya 8.5 with the official cod plugin.
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I tried getting Maya 8.5 before, but I couldn't find any downloads to it. And when I opened the models with the files I could open, it seems the the rigs (joints) were already in place. I could be wrong, but I'm pretty sure that's what I saw.
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rigs is not a synonym for joints. Rigging is a broad term to define any set of joints which have been assembled for the point of animation. I was saying that you need to place the viewmodels in a viewhands rig to animate them, and the official tool (and toms tool, both 8.5 only) have shortcuts for this.
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I ported the weapons... I needed to port the viewmodels? I'm sorry if I got that wrong, it was the first time I ported anything.
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You said in the first post that you wanted to animate, so that's what I've been talking about. What is your actual question?
I do want to animate. But it seems that I need to get Maya 8.5 first, and that's were I ran into trouble last time. Also, I wanted to know if I was using the right type of model.
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To animate any model you need them in a file format your chosen DCC application can read. As Treminaor said this plugin only deals with the exportation of models. Maya 8.5 is not required for this, you would need the same file type to use either anyway. You need to get your model into a format readable by maya. Once that's done you can set up your rig scene and begin to animate. After that process is done is where the plugin comes into play, for exporting the created assets to the game.
So I added this script into Maya 2014: http://ugx-mods.com/wiki/index.php?title=Maya_2012-2014_Xmodel_and_Xanim_Export_Tool
So when I open a folder with an exported model, I get 3 files, one a Maya ASCII File, a XMODEL_EXPORT File, and a Maya Script File. I can open the first and the third, but not the XMODEL_EXPORT File, as I showed in the video. There are joints there and I want to know if I can use this type of file to make an anim and be able to use it. Or do I need Maya 8.5 for that? Video: http://youtu.be/c9Lfu2nk2ac
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The xmodel export file is the file outputted after the conversion process. This is not needed for your instance. The .ma file is of course the actual model which you opened. The .mel file is what is called the "bind" file. When this file is imported to the already open scene it connects all the joints to the meshes, ensuring your weapon is properly rigged.
So, all of the weapons that I ported are already rigged? Or are you just saying that the bind file is the file that save the rigs? Or both?
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The .ma file contains both the meshes and the rig. That rig is not bound to the meshes, meaning the joints won't manipulate any of the meshes. To fix this the .mel "bind" file needs to be imported to the scene, it will bind all the joints to the correct meshes as they were in the game.
So if I import the Maya ASCII file of let's so the Famas, and then import the bind fe of the Famas, then I won't have to rig? And I could get into the animating right away?
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Yes that is correct.