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  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
NightSkiesPony

Replies: 1607
Views: 866846

PostForum: Q-Lab Hacking Department   Posted: Sun Jul 03, 2022 11:25 pm   Subject: Re: re: bone problem
I did make some progress.

Turns out the issue with the bones was topjoint not being at 0,0,0
Since the hips were mostly unweighted, they got distorted where they were weighted only, and stayed in ...
  Topic: Blender Custom Character Import, Weighting, Head, Tips
NightSkiesPony

Replies: 4
Views: 5940

PostForum: Mapping and Modelling   Posted: Sun Jul 03, 2022 3:36 am   Subject: Head positioning
Head positioning

If your custom model and custom head aren't fitting together correctly, try this.
Assuming the #2 bone (neck) is where the head should meet the neck (or body if the head model inc ...
  Topic: Blender Custom Character Import, Weighting, Head, Tips
NightSkiesPony

Replies: 4
Views: 5940

PostForum: Mapping and Modelling   Posted: Sun Jul 03, 2022 3:28 am   Subject: Weight Painting difficulties
Weight Painting incredible pitfall

As so painfully learned here:

http://www.shootersforever.com/forums_message_boards/viewtopic.php?p=75648#75648

When doing weights, do not ever paint with a ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
NightSkiesPony

Replies: 1607
Views: 866846

PostForum: Q-Lab Hacking Department   Posted: Sun Jul 03, 2022 3:22 am   Subject: Re: re: bone problem
I did make some progress.

Turns out the issue with the bones was topjoint not being at 0,0,0
Since the hips were mostly unweighted, they got distorted where they were weighted only, and stayed in ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
NightSkiesPony

Replies: 1607
Views: 866846

PostForum: Q-Lab Hacking Department   Posted: Tue Jun 28, 2022 12:31 am   Subject: Re: re: bone problem
I did make some progress.

Turns out the issue with the bones was topjoint not being at 0,0,0
Since the hips were mostly unweighted, they got distorted where they were weighted only, and stayed in ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
NightSkiesPony

Replies: 1607
Views: 866846

PostForum: Q-Lab Hacking Department   Posted: Wed Jun 22, 2022 1:31 am   Subject: re: bone problem
I did make some progress.

Turns out the issue with the bones was topjoint not being at 0,0,0
Since the hips were mostly unweighted, they got distorted where they were weighted only, and stayed in ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
NightSkiesPony

Replies: 1607
Views: 866846

PostForum: Q-Lab Hacking Department   Posted: Thu Jun 16, 2022 1:31 pm   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
I'm assuming some issues with modeling program - maybe others can help more if you describe what programs you're using and workflow. And they can let you know how to do it properly.

Ah sorry this i ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
NightSkiesPony

Replies: 1607
Views: 866846

PostForum: Q-Lab Hacking Department   Posted: Wed Jun 15, 2022 6:35 pm   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
I'm assuming some issues with modeling program - maybe others can help more if you describe what programs you're using and workflow. And they can let you know how to do it properly.

Ah sorry this i ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
NightSkiesPony

Replies: 1607
Views: 866846

PostForum: Q-Lab Hacking Department   Posted: Wed Jun 15, 2022 6:34 pm   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
I'm assuming some issues with modeling program - maybe others can help more if you describe what programs you're using and workflow. And they can let you know how to do it properly.

Ah sorry this i ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
NightSkiesPony

Replies: 1607
Views: 866846

PostForum: Q-Lab Hacking Department   Posted: Wed Jun 15, 2022 2:25 pm   Subject: model import issues/mesh distortion
having a little bit of trouble with my model import

* Mesh distortion on import
* and shared vertices problem

I think theres a process of vertex sharing that is mucking with my model, and even ...
  Topic: Blender Custom Character Import, Weighting, Head, Tips
NightSkiesPony

Replies: 4
Views: 5940

PostForum: Mapping and Modelling   Posted: Fri May 06, 2022 4:18 pm   Subject: Blender Custom Character Import, Weighting, Head, Tips
If youre making entirely new characters with all new animations, this kind of issue is less of a problem as you'll be overwriting all animations.

I recommend this tutorial for character modeling in ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
NightSkiesPony

Replies: 1607
Views: 866846

PostForum: Q-Lab Hacking Department   Posted: Fri May 06, 2022 4:15 pm   Subject: GoldenEye Setup Editor Feature Requests List/Bugs
Archived tihs to a separate post for anyone searching for a solution to this

http://www.shootersforever.com/forums_message_boards/viewtopic.php?p=75522#75522
  Topic: Blender Custom Character Import, Weighting, Head, Tips
NightSkiesPony

Replies: 4
Views: 5940

PostForum: Mapping and Modelling   Posted: Fri May 06, 2022 4:15 pm   Subject: Blender Custom Character Import, Weighting, Head, Tips
Import workflow for original character, to blender, and back to editor again
Final process has been worked out thanks to people and MRKane
Requires paid blender plugin better fbx importer/exporter ( ...
  Topic: GLTF? [Blender character model import/export] [SOLVED]
NightSkiesPony

Replies: 7
Views: 3645

PostForum: Mapping and Modelling   Posted: Fri May 06, 2022 4:12 pm   Subject: GLTF? [Blender character model import/export] [SOLVED]
Final process has been worked out thanks to people and MRKane

http://www.shootersforever.com/forums_message_boards/viewtopic.php?p=75520#75520

export from model editor as dae -> better fbx im ...
  Topic: GoldenEye Setup Editor Feature Requests List/Bugs
NightSkiesPony

Replies: 1607
Views: 866846

PostForum: Q-Lab Hacking Department   Posted: Fri May 06, 2022 4:11 pm   Subject: Blender import export process
To fix the animations and rigging with the Better FBX plugin, please note that I'm writing this from memory so it's probably wrong in one of the steps:
-export as a dae file as this scrubs a lot of t ...
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