Re: [PC/X360] Rise of the Tomb Raider Bigfile.000.tiger
Posted: Fri May 27, 2022 5:52 pm
Game Research Forum
https://forum.xentax.com/
Please send me the model you are using to test it to see where I am wrongChunYu wrote: ↑Sat May 28, 2022 3:42 am If the animation looks good in 3dsMax, then the fbx exported should be OK for Noesis or any other game engine. I've tested Noesis and UE4 and they are working all right.
If you are still encounting problems maybe you could check the export options in 3dsmax, I hope that helps.
Hi, thanks for the tool, i'm a bit missunderstood, how i need rename skeleton, and re-skin mean i lost original in-game skin wights wich i get from noesis, or i can transfer it or hold for new skeleton?ChunYu wrote: ↑Wed May 25, 2022 7:37 am Yes. Practically we only need the first 185 bones, that's the maximum bone count in the animation files. The rest bones can be deleted because their names might mess up with the real id.
I add a new button to make the renaming easier.
Be careful not to use this button more than once otherwise the bone names will be renamed multiple times and I don't know what the result will be.
The skin weights from Noesis will be copied and transfered to the maxscript skeleton. That's why the rename is neccesary. The "load mesh" button only transfer bone weights between the bones with same names.how i need rename skeleton, and re-skin mean i lost original in-game skin wights wich i get from noesis, or i can transfer it or hold for new skeleton?
There are two major differences between the Noesis skeleton and the maxscript skeleton:It is sound like if noesis plug-in mod in some cases, for name of bones, as equal name for your max script, then i just re-link (re-join) new created skeleton and because names of bones are same, noesis weights can be work then.
The maxscipt is plain text file, and you can open it by any text editor. Look for the "Load Mesh" function and you will see the code details. I hope that helps.Or i don't actualy understand how to keep noesis weights, attach new skeleton and keep it work without different bone names.
*Update:andreaowlcj wrote: ↑Sat Mar 18, 2023 1:11 pm Hey guys, i am new at this website and i want to tell you guys something, i downloaded the drm and tigger unpacker and the noesis script to see the models but when i loaded a model, it doesn't have bones. So is there something that i missed or is the script outdated? Because i want to get the bones to rig them properly.