KFHands download for modders

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The_Sorrow

FNG / Fresh Meat
Jun 2, 2009
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I know right, it was a real sh!t using the fuked up ones, I was planning on adding the new shotty from Stalker CoP to this but they kept melting
 

The_Sorrow

FNG / Fresh Meat
Jun 2, 2009
806
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Blender can Import other formats though so... OH & I found an FBX plugin for Blender earlier, I'll try to find it again ;P
 

The_Sorrow

FNG / Fresh Meat
Jun 2, 2009
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Australia
the .FBX apparently has a prob so I'll try to get a plugin to export is as a .blend ;P
& btw the reason why I haven't posted the plugins yet was because I was too busy doing assignments & work
 

mamoo

FNG / Fresh Meat
Jun 19, 2009
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East Sussex, England
If someone can import the .fbx or .mb files into 3DS Max, I can then import them into Blender.

EDIT-I still had a few days left of my 3dsM trial, but when I try to import anything into Blender an error message appears reading: Python error; Check console.

EDIT2-I managed to work around the problem, and I have for all you Blender fans a DL for the KF hands in the .blend format:

http://www.filefront.com/16720801/KFHands.blend
 
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Yomommassis

FNG / Fresh Meat
Sep 24, 2009
705
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Palmdale, CA USA
Yeah, spill the beans please :)
well its not really easy, there might be an easier way to do it

(use 3ds max and maya)

import the weapon into 3ds max using the actorx plugin
move the weapon away from the hands
select the mesh>edit mesh>right click-Polygon
select and delete all of the mesh except the gun
right click-toplevel
delete all of the bones except for the gun AND root bone
move all of the gun bones away from eachother so that the individual meshes arent touching ie trigger,magazine,bolt
save as a .psk
new project>import the psk
export as fbx
open Maya and import the fbx
delete the bone system
select the mesh, hold right click, Face
delete all of the mesh except for the main body
export that specific piece as its own fbx
repeat for EVERY PIECE
import the body fbx into 3ds max
select the mesh and change the name to body
repeat this process for EVERY PIECE changing the name to match the part
after that import all of the pieces onto the same work space
bone where needed
select the entire project>save psk

its a pain in the ***
 
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9_6

FNG / Fresh Meat
Sep 4, 2009
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Can you upload an .obj file with the UV mapping intact so I can import it into blender and don't have to worry about that?

Also are those hands supposed to consist of over 30 tiny parts or has that been caused by the conversion into the .blend format?
Because that is a nightmare to rig since holes pop up all the time.

Lastly, how can we rig this?
Are inverse kinematics supported? That would make bending fingers and positioning the hands so much easier.
 

mamoo

FNG / Fresh Meat
Jun 19, 2009
2,465
542
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East Sussex, England
Can you upload an .obj file with the UV mapping intact so I can import it into blender and don't have to worry about that?

Also are those hands supposed to consist of over 30 tiny parts or has that been caused by the conversion into the .blend format?
Because that is a nightmare to rig since holes pop up all the time.

I would also like answers to these questions.
 

9_6

FNG / Fresh Meat
Sep 4, 2009
2,461
727
0
the hands include the bones for animations & the mesh, Mamoo & others I can upload it as an.obj but the bones won't be there then
Well right now blender users have nothing at all so anything would be an improvement.
I don't know if there's a format that can hold bones and everything and is importable into blender. All I know for sure is that .obj files work.
 

Yomommassis

FNG / Fresh Meat
Sep 24, 2009
705
233
0
Palmdale, CA USA
well its not really easy, there might be an easier way to do it

(use 3ds max and maya)

import the weapon into 3ds max using the actorx plugin
move the weapon away from the hands
select the mesh>edit mesh>right click-Polygon
select and delete all of the mesh except the gun
right click-toplevel
delete all of the bones except for the gun AND root bone
move all of the gun bones away from eachother so that the individual meshes arent touching ie trigger,magazine,bolt
save as a .psk
new project>import the psk
export as fbx
open Maya and import the fbx
delete the bone system
select the mesh, hold right click, Face
delete all of the mesh except for the main body
export that specific piece as its own fbx
repeat for EVERY PIECE
import the body fbx into 3ds max
select the mesh and change the name to body
repeat this process for EVERY PIECE changing the name to match the part
after that import all of the pieces onto the same work space
bone where needed
select the entire project>save psk

its a pain in the ***
lol I feel like a dumb*** looking back on this
trial n error I guess
 

C_Gibby

FNG / Fresh Meat
Jan 18, 2010
7,275
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0
lol I feel like a dumb*** looking back on this
trial n error I guess

Thanks for bumping it again! I was pondering on how I'm going to get the KFhands if I were to do some modelling work.

This imports straight into 3ds max, doesn't it? :IS2: