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Adding new hairs
Posted: Sun Jan 10, 2016 1:18 pm
by Aodh
So, I modeled a basic hair model for the game and skinned it to the needed bones(or what I expected to be enough for a test), exported it, converted the files with the ogre3d converter tool and no matter what I try, it seems I cannot get the geometry to show. The file looks fine in "Ogre Meshy" which leads me to believe I am not checking something in the toolset,I can select the hair style when creating a character. Anyhow, I zipped everything in hopes of having someone take a look and hopefully they could possibly tell me what I am doing wrong, I would be forever grateful.
Edit: File removed
Re: Adding new hairs
Posted: Tue Jan 12, 2016 6:01 pm
by someone
I had a quick look, there were two immediately obvious issues.
1) Your mesh needs to be exported with binormals. There may be lines in kenshi.log complaining about this.
2) The skeleton is massively out of date. It should only have around 30 bones unless you are running a really old version.
Re: Adding new hairs
Posted: Wed Jan 13, 2016 4:08 am
by Aodh
Thank you sir, those were the issues, everything is working great now.

Re: Adding new hairs
Posted: Sat Jan 16, 2016 11:21 am
by Aodh
Ok, this is driving me nuts, I have spent all week trying to tackle this on my own, and I am glad to say that I have made some progress. That being said, I am struggling to get the deformers to work right. It seems like I am missing something. The sliders are simply not deforming my geometry like I would expect. I am absolutely new to the ogre format and I am pretty sure that is the cause. If at all possible, could 'someone' throw me a bone, 'anyone'?

Re: Adding new hairs
Posted: Tue Jan 19, 2016 12:43 pm
by Aodh
Alright, it was a lot of work, but I got it to work FLAWLESSLY. Here is what I am using to get things working in case anyone was interested. I am using Ultimate Unwrap3D Pro to export the skeleton, then I build/rig in 3D Studio 2015. You will also want the OgreMax plugin. There is a lot of fiddling so if you have any questions feel free to send me a PM. Also, many thanks to "someone".

Re: Adding new hairs
Posted: Tue Jan 19, 2016 10:08 pm
by Butta
This is just awesome. My weapon mods are nothing compared to this..
Have you tried adding completely new armor? You would be the first one succesfully doing so.
Also tell me more about this Ultimate Unwrap thingy. If it really is this useful I might drop some bucks on it.
Re: Adding new hairs
Posted: Wed Jan 20, 2016 3:26 am
by Aodh
I definitely plan on making some armor in the near future, and I am extremely stoked on that. As far as Ultimate Unwrap3D, It is a simple program for editing UV information. Though the import/export plugins are where it really shines.I am not exactly sure how useful this program will be in my pipeline, but It is great as a converter. I believe they have a demo on their page that is worth checking out.
http://www.unwrap3d.com/u3d/index.aspx
Re: Adding new hairs
Posted: Fri Jan 22, 2016 10:07 pm
by Butta
Thanks for the information! But that's a lot of money..
Let's see when I will have my next modding phase.
Re: Adding new hairs
Posted: Sun Jan 24, 2016 9:14 am
by Aodh
someone wrote:2) The skeleton is massively out of date. It should only have around 30 bones unless you are running a really old version.
Was there a specific skeleton set aside for character creation? I am unable to find a skeleton with a full set of working face bones.