revility@Posted: Sat Sep 23, 2006 2:02 am :
I'm using max 8 for this, dertons's importer and bezerker's exporter.

I've noticed that if import any of the vanilla Q4 mp models into max and then export them out, no alterations, the weights get slightl messed up. This pretty noticable around the arms.

Anybody know why it is doing this? Could it be something I need to set in max or something with either the exporter or importer?

I ask this because I use the skin wrapping tool to quickly get the model weighted and then all I need to do i go in and do a few adjustments and its ready to go. The import/export weights mess ups from the standard q4 models i use translate into the wrapping with the same weight issues.



der_ton@Posted: Sun Sep 24, 2006 10:26 am :
Does this also happen using my exporter?



revility@Posted: Sun Sep 24, 2006 10:30 pm :
i remember trying it and the same thing happened.



LDAsh@Posted: Wed Oct 03, 2007 6:01 am :
It's a problem during the importing of Quake IV models, the vertices attached to the "elbo_tweak" joints end up on an angle making for very thin forearms. The exporters have been proven to work fine. I thought it was only this area that is affected though.



revility@Posted: Sat Sep 23, 2006 2:02 am :
I'm using max 8 for this, dertons's importer and bezerker's exporter.

I've noticed that if import any of the vanilla Q4 mp models into max and then export them out, no alterations, the weights get slightl messed up. This pretty noticable around the arms.

Anybody know why it is doing this? Could it be something I need to set in max or something with either the exporter or importer?

I ask this because I use the skin wrapping tool to quickly get the model weighted and then all I need to do i go in and do a few adjustments and its ready to go. The import/export weights mess ups from the standard q4 models i use translate into the wrapping with the same weight issues.



der_ton@Posted: Sun Sep 24, 2006 10:26 am :
Does this also happen using my exporter?



revility@Posted: Sun Sep 24, 2006 10:30 pm :
i remember trying it and the same thing happened.



LDAsh@Posted: Wed Oct 03, 2007 6:01 am :
It's a problem during the importing of Quake IV models, the vertices attached to the "elbo_tweak" joints end up on an angle making for very thin forearms. The exporters have been proven to work fine. I thought it was only this area that is affected though.



LDAsh@Posted: Sun Nov 25, 2007 1:45 pm :
On closer look you're right, it's not only the arms but also the chest and around the shoulders too, and probably to a very slight degree the knees and hips. I _think_ what is happening is the Quake IV models, as they were exported, are in a certain pose, and the importer thinks it's like Doom3 and the models are still in the AF pose or some other proper rigging pose, but for whatever reason, Raven haven't done it this way for Quake IV. This would explain why the models import the way they do, the problems are most severe around the elbows, this is because the pose is the most different there too, between the ready-to-shoot pose (as they are) and the AF pose (as they should be) the skeleton expects.

Anyway, I wonder if anyone knows if the skeleton can still be used to rig custom models and export without these problems? I only assume it's the mesh problem with Quake IV imports, so the bones _should_ be okay... right?



revility@Posted: Sat Sep 23, 2006 2:02 am :
I'm using max 8 for this, dertons's importer and bezerker's exporter.

I've noticed that if import any of the vanilla Q4 mp models into max and then export them out, no alterations, the weights get slightl messed up. This pretty noticable around the arms.

Anybody know why it is doing this? Could it be something I need to set in max or something with either the exporter or importer?

I ask this because I use the skin wrapping tool to quickly get the model weighted and then all I need to do i go in and do a few adjustments and its ready to go. The import/export weights mess ups from the standard q4 models i use translate into the wrapping with the same weight issues.



der_ton@Posted: Sun Sep 24, 2006 10:26 am :
Does this also happen using my exporter?



revility@Posted: Sun Sep 24, 2006 10:30 pm :
i remember trying it and the same thing happened.



LDAsh@Posted: Wed Oct 03, 2007 6:01 am :
It's a problem during the importing of Quake IV models, the vertices attached to the "elbo_tweak" joints end up on an angle making for very thin forearms. The exporters have been proven to work fine. I thought it was only this area that is affected though.



LDAsh@Posted: Sun Nov 25, 2007 1:45 pm :
On closer look you're right, it's not only the arms but also the chest and around the shoulders too, and probably to a very slight degree the knees and hips. I _think_ what is happening is the Quake IV models, as they were exported, are in a certain pose, and the importer thinks it's like Doom3 and the models are still in the AF pose or some other proper rigging pose, but for whatever reason, Raven haven't done it this way for Quake IV. This would explain why the models import the way they do, the problems are most severe around the elbows, this is because the pose is the most different there too, between the ready-to-shoot pose (as they are) and the AF pose (as they should be) the skeleton expects.

Anyway, I wonder if anyone knows if the skeleton can still be used to rig custom models and export without these problems? I only assume it's the mesh problem with Quake IV imports, so the bones _should_ be okay... right?



revility@Posted: Sat Sep 23, 2006 2:02 am :
I'm using max 8 for this, dertons's importer and bezerker's exporter.

I've noticed that if import any of the vanilla Q4 mp models into max and then export them out, no alterations, the weights get slightl messed up. This pretty noticable around the arms.

Anybody know why it is doing this? Could it be something I need to set in max or something with either the exporter or importer?

I ask this because I use the skin wrapping tool to quickly get the model weighted and then all I need to do i go in and do a few adjustments and its ready to go. The import/export weights mess ups from the standard q4 models i use translate into the wrapping with the same weight issues.



der_ton@Posted: Sun Sep 24, 2006 10:26 am :
Does this also happen using my exporter?



revility@Posted: Sun Sep 24, 2006 10:30 pm :
i remember trying it and the same thing happened.



LDAsh@Posted: Wed Oct 03, 2007 6:01 am :
It's a problem during the importing of Quake IV models, the vertices attached to the "elbo_tweak" joints end up on an angle making for very thin forearms. The exporters have been proven to work fine. I thought it was only this area that is affected though.



LDAsh@Posted: Sun Nov 25, 2007 1:45 pm :
On closer look you're right, it's not only the arms but also the chest and around the shoulders too, and probably to a very slight degree the knees and hips. I _think_ what is happening is the Quake IV models, as they were exported, are in a certain pose, and the importer thinks it's like Doom3 and the models are still in the AF pose or some other proper rigging pose, but for whatever reason, Raven haven't done it this way for Quake IV. This would explain why the models import the way they do, the problems are most severe around the elbows, this is because the pose is the most different there too, between the ready-to-shoot pose (as they are) and the AF pose (as they should be) the skeleton expects.

Anyway, I wonder if anyone knows if the skeleton can still be used to rig custom models and export without these problems? I only assume it's the mesh problem with Quake IV imports, so the bones _should_ be okay... right?



revility@Posted: Sat Sep 23, 2006 2:02 am :
I'm using max 8 for this, dertons's importer and bezerker's exporter.

I've noticed that if import any of the vanilla Q4 mp models into max and then export them out, no alterations, the weights get slightl messed up. This pretty noticable around the arms.

Anybody know why it is doing this? Could it be something I need to set in max or something with either the exporter or importer?

I ask this because I use the skin wrapping tool to quickly get the model weighted and then all I need to do i go in and do a few adjustments and its ready to go. The import/export weights mess ups from the standard q4 models i use translate into the wrapping with the same weight issues.



der_ton@Posted: Sun Sep 24, 2006 10:26 am :
Does this also happen using my exporter?



revility@Posted: Sun Sep 24, 2006 10:30 pm :
i remember trying it and the same thing happened.



LDAsh@Posted: Wed Oct 03, 2007 6:01 am :
It's a problem during the importing of Quake IV models, the vertices attached to the "elbo_tweak" joints end up on an angle making for very thin forearms. The exporters have been proven to work fine. I thought it was only this area that is affected though.



LDAsh@Posted: Sun Nov 25, 2007 1:45 pm :
On closer look you're right, it's not only the arms but also the chest and around the shoulders too, and probably to a very slight degree the knees and hips. I _think_ what is happening is the Quake IV models, as they were exported, are in a certain pose, and the importer thinks it's like Doom3 and the models are still in the AF pose or some other proper rigging pose, but for whatever reason, Raven haven't done it this way for Quake IV. This would explain why the models import the way they do, the problems are most severe around the elbows, this is because the pose is the most different there too, between the ready-to-shoot pose (as they are) and the AF pose (as they should be) the skeleton expects.

Anyway, I wonder if anyone knows if the skeleton can still be used to rig custom models and export without these problems? I only assume it's the mesh problem with Quake IV imports, so the bones _should_ be okay... right?