Home Page › Forums › General Chat › Proof of Concept - Locust Battlemech
Tagged: Battletech Battlemech
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ADAM.
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April 16, 2019 at 12:16 AM #1041075
Very nice. was there a tutorial that did it for you or did you figure it out solo.
April 16, 2019 at 12:35 AM #1041107Solo. I'm redesigning my UI to be a bit more user-friendly for Animators and Riggers. I'm starting to get a hang of the rigging process, but it's still fairly clumsy compared to what I'm used to.
April 16, 2019 at 4:33 PM #1041976Okay, I know how to rig now. I made a rig for the Locust last night. (It literally took all night.) It's not perfect and has some major issues, but it showed me what to do and what not to do. Since I can extract donor figures, as well, it shouldn't be hard to rig all the Mechwarrior Online mechs.
Now, I only know how to make props and assets for Daz Studio. I haven't touched Poser since like 2000 and that was when I started doing actual 3D modeling. Does anyone need these for Poser? If so, I'll need a test subject.
April 16, 2019 at 5:49 PM #1042108Well, I may have gone about this the wrong way the whole time. I was trying to make a "humanoid" rig, since that's what I'm used to in Maya. I started checking all the DzFire and Stonemason mechs, to find out they don't rotate joints or make them humanoid at all.
This bothered me a lot, so I exported the rigs for Maya, only to find the bones attached, the Local Rotation Axis perfect and no bend or twist problems. So, I went ahead and rigged the model in Maya......
ZERO problems.
I have a scout meeting for my little monster tonight, so it won't be until later, but is there anyone willing to guinea pig a couple of test rigs?
April 16, 2019 at 6:34 PM #1042188So long as they are in a format daz can use, I can mess around with them. Im off tomorrow so ill be up late.
April 16, 2019 at 7:39 PM #1042289One more thing. Do people want the cockpits? I never converted them from the MWO format, but it wouldn't take too long to do. They don't fit inside the mechs, however. You'd have to render from the inside of the cockpit, looking out, but It could easily be scaled for Poser/Daz figures.
April 16, 2019 at 7:41 PM #1042295That sounds like a good idea to me. 🙂
April 16, 2019 at 8:41 PM #1042359Mechs that converted:
Adder
Annihilator
Archer
Arctic cheetah
Arctic Wolf
Assassin
Awesome
Banshee
Battlemaster
Blackjack
Black Knight
Black Lanner
Bloodasp
Bushwacker
Cataphract
Centurion
Champion
Charger
Cicada
Commando
Corsair
Crab
Cyclops
Direwolf
Ebon Jaguar
Enforcer
Fafnir
Firestarter
Flea
Gargoyle
Grasshopper
Griffin
Hatamotochi
Hellbringer
Hellfire
Highlander
Highlander IIc
Hunchback IIc
Huntsman
Ice Ferret
Incubus
Jagermech
Jenner
King Crab
Kodiak
Linebacker
Locust
Madcat MK II
Mad Dog
Marauder
Marauder IIc
Mist Lynx
Night Gyr
Night Star
Orion
Orion IIc
Osiris
Panther
Phoenix Hawk
Piranha
Raven
Rifleman
Roughneck
Shadow Cat
Shadow Hawk
Spider
Stalker
Stormcrow
Sunspider
Super Nova
Thanatos
Thunderbolt
Trebuchet
Urbanmech
Uziel
Vapor Eagle
Victor
Vindicator
Viper
Warhammer
Warhammer IIc
Warhawk
Wolfhound
ZeusMechs that didn't convert:
Atlas
Catapult
Cougar
Dragon
Hellspawn
Hunchback
Javelin
JennerIIc
Kintaro
Kitfox
Mauler
Quickdraw
Summoner
Timberwolf
WolverineThe ones that didn't convert have to be manually put together. Gonna take some time. The rest it's just rigging the limbs and making all the weapon props.
April 17, 2019 at 7:02 PM #1043588
Atlas is put together.
April 17, 2019 at 7:05 PM #1043590Wow.... It looks like you got a massive breakthrough there then! :00
Well done!
Looking forward to seeing the results.
🙂
April 17, 2019 at 7:13 PM #1043598Well, after I found out that Stonemason and DzFire don't bother rotating the joints, it makes rigging easier. Add in the fact that the rigs export perfectly to Maya, it allows me to fast rig the Mechs using HumanIK, so it's a simple matter of releasing the Daz files and the Maya animation rig. Then, you can do poses and animations in Maya, export them as FBX files to import into Daz.
Now, since I can pull the donor skeletons to use for different mechs, if you have Motion Builder, you can transfer poses and animations between mechs.
Like I said, if I'm going to do this, I'm doing it right.
The biggest issue is going to be painting color schemes for each mech. :/ With Adobe getting Substance Painter, that will soon be a problem. 🙁
April 17, 2019 at 8:14 PM #1043649Would you be at all interested in converting over the Hatchetman from the HBS Battletech game? It uses the same style.
A little looking and it might turn up, as the game uses unreal.
April 17, 2019 at 8:24 PM #1043659I have the game, but it's not installed. Let me install it and see if I can strip the pak files from the game and if they will let me export them into blender or not.
April 17, 2019 at 9:18 PM #1043723Yeah.....
That's not on my plate for a while. They're unity assets and they're compressed. I'll have to decompress them and figure out how to load them into a scene to make prefabs to export the models. Then, I'll have to put them together, like I did with the pieces of the Atlas. Then, I'll have to group them, export them and then rig them in Daz.
Too much work for right now.
April 18, 2019 at 9:25 AM #1044437Fair. Very fair.
One other option though...
https://www.thingiverse.com/thing:3534046
Though send a request and the dude might send you the original model.
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