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[Help!] King of Fighter XIV Model format and Noesis script?
- killercracker
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Re: [Help!] King of Fighter XIV Model format and Noesis scri
The weights imported with no issues. If you want to open the mouth without breaking the face you have to move both bones C_JawHalf_FbD and C_Jaw_FbD.
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Re: [Help!] King of Fighter XIV Model format and Noesis scri
A okaskillercracker wrote:The weights imported with no issues. If you want to open the mouth without breaking the face you have to move both bones C_JawHalf_FbD and C_Jaw_FbD.
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Re: [Help!] King of Fighter XIV Model format and Noesis scri
Just curious... what version of Max does the script work on?killercracker wrote:
The script's working but I'm having some issues with a few models pertaining to their mat ID's. I'm releasing the script anyway because this is something that could be manually fixed anyway. When the normals are applied the model's lighting looks weird too and I don't know how to subvert that. If you don't want to wait a decade for the model to load in max just comment out line 355.
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Re: [Help!] King of Fighter XIV Model format and Noesis scri
I believe it should run in at least for the 2011 version of max but I wrote the script for the 2015 version.
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Re: [Help!] King of Fighter XIV Model format and Noesis scri
Cracker, some models have problems with facial rig, even If I move both jaw bones. Whip has problems with a few fingers where a few vetices are assigned to another bone, those were easy to fix manually.
Those are Whip and Kyo classic costume (GRN).
Those are Whip and Kyo classic costume (GRN).
- killercracker
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Re: [Help!] King of Fighter XIV Model format and Noesis scri
Apparently there are up to 8 bind weights per vertex instead of the traditional 4.
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Re: [Help!] King of Fighter XIV Model format and Noesis scri
Lol Thanks. I jope you can fix normals becuase is a pain to clean hair meshes and sometimes there are polygons that are not stcked togehter with a complete mesh.killercracker wrote:Apparently there are up to 8 bind weights per vertex instead of the traditional 4.
Another question, are you gonna add stage mesh support??.
Re: [Help!] King of Fighter XIV Model format and Noesis scri
Something new with this, are you able to succesfully mod the 3D models?
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Re: [Help!] King of Fighter XIV Model format and Noesis scri
@killercracker Is there a UV map for decals/emblems? I noticed Terry's model has a patch on his cap, jacket's back and right arm but the their UV maps aren't there, only the jacket and cap.
Re: [Help!] King of Fighter XIV Model format and Noesis scri
@killercracker
Thank you for the ms script , wondering though , is it possible to us it export a model as .obac ?
Thank you for the ms script , wondering though , is it possible to us it export a model as .obac ?
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Re: [Help!] King of Fighter XIV Model format and Noesis scri
Set UVset to 2 in line 324 and you'll get the second uv layer for decals.artworkplay wrote:@killercracker Is there a UV map for decals/emblems? I noticed Terry's model has a patch on his cap, jacket's back and right arm but the their UV maps aren't there, only the jacket and cap.
Re: [Help!] King of Fighter XIV Model format and Noesis scri
Checking if there is something for importing the models into blender? Can't afford Max
Re: [Help!] King of Fighter XIV Model format and Noesis scri
I keep getting an error that just says Unable to convert: unidentified to type: Float
Re: [Help!] King of Fighter XIV Model format and Noesis scri
i have a errorkillercracker wrote:Apparently there are up to 8 bind weights per vertex instead of the traditional 4.
i can open sylvie and sylvie dlc
our she's megaphone
you gona fix this right '^' ?
i use the studant ver off the 3d max
this make some...problam in the...script ?
Re: [Help!] King of Fighter XIV Model format and Noesis scri
Hey fellas, is there any way to import the animation files into max and add the animation to the rigged models ?
Last edited by abstrait on Sat Oct 27, 2018 12:51 pm, edited 1 time in total.