BattleTech Fans - I did a thing, in iClone.

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  • #1876447
    Nicodemus
    Participant
    Rank: Rank 5

    Battlemaster Walk Export

    Unfortunately, the skeleton forces it to be a prop, but it works. 😀

    #1876802
    Biff the Adequate
    Participant
    Rank: Rank 4

    Can't access it unfortunately 🙁

    #1876808
    Nicodemus
    Participant
    Rank: Rank 5

    Well that won't do. Here's a fully scaled Atlas, with 64 animations to play with. 😉 It's non-human, but eventually, I'll make it fully non-standard, with moving hands. 🙂 It's got quick and dirty PBR textures at 2k.

    Atlas.7z

    Atlas Render

    #1877187
    ADAM
    Participant
    Rank: Rank-1

    Always interested in BT. Especially the Marauder.

    #1877274
    Nicodemus
    Participant
    Rank: Rank 5

    Cool. It's not on my list right now. I'm getting all the original mechs from Mechcommander 2, to give to a guy that re-coded the open source code to 64 bit and added things, like shader support. I couldn't get it to compile on Windows, but he says it will. I'm hoping if I get him these mechs, he'll be more inclined to build an exe for me. As I was cleaning up all the skeletons and stripping all the animations to separate files, in Maya, I realized these are humanIK/CAT models, so I tried putting one in 3DXchange, to see how well it transferred. Of course iClone doesn't pay attention to things like bone limits for translation/rotation, but it would be fairly easy to convert them all to iClone.

    I'm almost finished with the original MC2 mechs, but I think I have like 300 more to choose from out of the Roguetech Mod, for export. That reminds me. I need to tell them I finally figured out how to strip the animations from the assets.

    #1877684
    Nicodemus
    Participant
    Rank: Rank 5

    I finished what I was doing for MC2GL, so I went to convert the Marauder for you. Looks like the original asset bundle I exported was bad. I'll check the new ones I got from RT, to see if I can convert it.

    #1877750
    ADAM
    Participant
    Rank: Rank-1

    Thanks. Been awhile since Ive fielded any mechs. That and Warhammer.

    #1877752
    Nicodemus
    Participant
    Rank: Rank 5

    No worries. It's going to happen.... eventually. My priority was stripping the animations from a single file, into a many. I got that done for 28 of the 29 Battlemechs from MC2. I'm only missing the Men Shen. Now that's done, I have to re-import them into Trax, to make clean ones that start at frame 0, instead of different frames throughout the original timeline. Once that's done, I can start looking into conversion.

    The biggest issue I am finding though, are the mechs themselves. *ALL* of them are HumanIK/CAT rigs, but not all of them have proper bones for feet and what not. In addition, many don't have toe animation, only foot, so I'll want to make new rigs for each mech chassis type to animate them. Once that is done, I'll have to figure out how to set them up to make the various variants that have been in the BT Lore. I think I can make each part an accessory, as many mechs have two pieces, normal and damaged. Would like to use both. Each weapon, however, has to be an accessory on it's own. I can't make an avatar that's just a skeleton, so I'm trying to figure out the best way to allow you to kitbash new mechs and variants.

    Once that's all done, I can start repainting textures. I worked with the RogueTech crew a few years ago and some of these textures are downright awful and almost all the normal maps for the mechs were ruined in the asset export for RogueTech.

    I'll make the Mad and Warhammer the top of my list, though, when I'm ready to start converting these bad boys to iClone. I'm really disappointed I could never get these guys rigged in Daz.

    [EDIT] - Since I have them already stripped, I'll convert the MC2 mechs to iclone. I'm just going to make them non-Human skeletons and most won't have any sort of weapon loadout, just the chassis itself, so it's quick and dirty conversion - It's just to play with, not to render. I'll do what I can about the textures, but don't expect anything great. Sans the Men Shen, which no one made a viable mech from, you'll get access to this:

    Light 'Mechs

    Anubis
    Cougar
    Fire Ant
    Hollander
    Raven
    Razorback
    Uller
    UrbanMech
    Wolfhound

    Medium 'Mechs

    Bushwacker
    Enfield
    Hunchback
    Men Shen
    Ryoken
    Sha Yu
    Shadow Cat
    Starslayer

    Heavy 'Mechs

    Catapult
    JagerMech
    Lao Hu
    Mad Cat
    Shootist
    Thor
    Vulture

    Assault 'Mechs

    Atlas
    Blood Asp
    Cyclops
    Highlander
    Zeus

    #1877769
    ADAM
    Participant
    Rank: Rank-1

    Saw Daz released this a little while ago

    https://www.daz3d.com/ironmech-bravo

    #1877798
    Nicodemus
    Participant
    Rank: Rank 5

    DZFire makes some amazing shit! I really wanted that Dragonhide Armor that came out, too. I wish DAZ didn't have such archaic tools for making skeletons. Nothing against them, but after spending 12 years in the animation industry, I've grown accustomed to certain "standards" that all modeling/animation programs share, but DAZ just refuses to change, staying in the dark ages. At this point, you should literally be able to take any FBX file, create a figure and be done with it, without having to do all this old, archaic shit to make a usable asset.

    I mean, Daz doesn't even have mesh floors, so you could do proper animation in Studio, even if using dials. 🙄

    #1879147
    Daishi
    Participant
    Rank: Rank 3

    Nico, you can actually import any skeletonized FBX file into Poser 12 and then just open that in Daz natively and save it as a daz asset.

    I'm actually using it to convert models from Heavy Gear Assault to Daz.

    #1879149
    eelgoo
    Moderator
    Rank: Rank 7

    Big fan of Battletech, so I would like to see the results, especially if they can be made usable in DS.

    🙂

    #1879156
    Nicodemus
    Participant
    Rank: Rank 5

    Daishi,

    Wait. Poser is supporting non-poser skeletons now? Do you have dials for the imports or is it blank? That might be doable. I haven't play with poser in decades, though. I was trying to rig all these mechs a few years back, but the DAZ tools were so kludgy and archaic, I lost interest. Only reason I have interest now, is 'cos it puts me THAT much closer to a 64bit copy of Mechcommander 2. 🤪

    I gave the developer 2 models to test a few days ago. If all goes well, MC2GL will have full shader support with all the T&L off-loaded to the GPU. I can't wait.

    #1879157
    Nicodemus
    Participant
    Rank: Rank 5

    Eelgoo,

    Yeah, I remember you being one of the people in the OP. Sorry I let you down on that, but man, DAZ tools can REALLY suck. 🤣🤣 Great models, shitty software.

    #1882550
    Nicodemus
    Participant
    Rank: Rank 5

    Iron Mech Fox

    Okay...... DZFire's Iron Mechs are pimp as fuck! Gonna have trouble exporting them to iClone, but holy shit they're bad ass! 😀

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