ok, Ive made some progress in understanding how these models work.
Ive deleted my custom rig and imported the model into the Killing Floor player model that you get when installing SDK. It exports without any warnings now, since im using the skin/skin wrap TWI uses. Now its just scaling the bones to fit my model and we are good to go. It has the animations of a "player" model right now, so I need to adjust this. After the animations are done its time to put weight to the bones to fit the model.
This whole process would be easier if I had like the Bloat rig, cous my model is almost equal in size, and has the same weight to the bones. Also the question of ragdolls came up, since I don't know if the 3ds max model of TWI has this implemented or that the engine provides this.
The final problem in the whole process is the amount of poly's and vert's, and if this is isnt too much for the KF engine. (I got arround 10,000/15,000 and the cop player model has 7,000/9,000...given the fact that my model is twice the size of a player this should be right yes?)
so to sum it up :
1] Create low poly model of custom zombie----(succes)
2] Export test with Actor X-------------------(succes)
3] Scale bones of KF model-------------------(processing)
4] Adjust weight of bones--------------------(waiting)
5] Adjust animations-------------------------(waiting)
6] Export with Actor X------------------------(waiting)
7] Import Unreal Editor-----------------------(waiting)
8] Create .mut------------------------------ (waiting)
I hope I can get some feedback from TWI for these things. It would be nice if they got me the bloat rig, it would make things a bit easier.
Ive deleted my custom rig and imported the model into the Killing Floor player model that you get when installing SDK. It exports without any warnings now, since im using the skin/skin wrap TWI uses. Now its just scaling the bones to fit my model and we are good to go. It has the animations of a "player" model right now, so I need to adjust this. After the animations are done its time to put weight to the bones to fit the model.
This whole process would be easier if I had like the Bloat rig, cous my model is almost equal in size, and has the same weight to the bones. Also the question of ragdolls came up, since I don't know if the 3ds max model of TWI has this implemented or that the engine provides this.
The final problem in the whole process is the amount of poly's and vert's, and if this is isnt too much for the KF engine. (I got arround 10,000/15,000 and the cop player model has 7,000/9,000...given the fact that my model is twice the size of a player this should be right yes?)
so to sum it up :
1] Create low poly model of custom zombie----(succes)
2] Export test with Actor X-------------------(succes)
3] Scale bones of KF model-------------------(processing)
4] Adjust weight of bones--------------------(waiting)
5] Adjust animations-------------------------(waiting)
6] Export with Actor X------------------------(waiting)
7] Import Unreal Editor-----------------------(waiting)
8] Create .mut------------------------------ (waiting)
I hope I can get some feedback from TWI for these things. It would be nice if they got me the bloat rig, it would make things a bit easier.
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