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 Post subject: Re: [Help!] King of Fighter XIV Model format and Noesis scri
PostPosted: Thu Nov 23, 2017 6:26 am 
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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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 Post subject: Re: [Help!] King of Fighter XIV Model format and Noesis scri
PostPosted: Thu Nov 23, 2017 6:30 am 
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killercracker 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.


A okas

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 Post subject: Re: [Help!] King of Fighter XIV Model format and Noesis scri
PostPosted: Sun Nov 26, 2017 10:51 pm 
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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.


Just curious... what version of Max does the script work on?


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 Post subject: Re: [Help!] King of Fighter XIV Model format and Noesis scri
PostPosted: Mon Nov 27, 2017 12:54 am 
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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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 Post subject: Re: [Help!] King of Fighter XIV Model format and Noesis scri
PostPosted: Mon Nov 27, 2017 5:21 am 
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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.

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Those are Whip and Kyo classic costume (GRN).

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 Post subject: Re: [Help!] King of Fighter XIV Model format and Noesis scri
PostPosted: Mon Nov 27, 2017 7:08 am 
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Apparently there are up to 8 bind weights per vertex instead of the traditional 4.


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 Post subject: Re: [Help!] King of Fighter XIV Model format and Noesis scri
PostPosted: Mon Nov 27, 2017 2:36 pm 
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killercracker wrote:
Apparently there are up to 8 bind weights per vertex instead of the traditional 4.


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.

Another question, are you gonna add stage mesh support??.

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 Post subject: Re: [Help!] King of Fighter XIV Model format and Noesis scri
PostPosted: Fri Dec 01, 2017 6:07 pm 
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Something new with this, are you able to succesfully mod the 3D models?


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 Post subject: Re: [Help!] King of Fighter XIV Model format and Noesis scri
PostPosted: Sat Dec 02, 2017 6:39 pm 
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@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.


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 Post subject: Re: [Help!] King of Fighter XIV Model format and Noesis scri
PostPosted: Fri Dec 22, 2017 2:49 pm 
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@killercracker
Thank you for the ms script , wondering though , is it possible to us it export a model as .obac ?


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 Post subject: Re: [Help!] King of Fighter XIV Model format and Noesis scri
PostPosted: Fri Dec 22, 2017 6:23 pm 
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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.


Set UVset to 2 in line 324 and you'll get the second uv layer for decals.

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 Post subject: Re: [Help!] King of Fighter XIV Model format and Noesis scri
PostPosted: Sun Dec 31, 2017 5:29 am 
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Checking if there is something for importing the models into blender? Can't afford Max


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 Post subject: Re: [Help!] King of Fighter XIV Model format and Noesis scri
PostPosted: Wed Feb 14, 2018 12:16 am 
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I keep getting an error that just says Unable to convert: unidentified to type: Float


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 Post subject: Re: [Help!] King of Fighter XIV Model format and Noesis scri
PostPosted: Mon Mar 19, 2018 10:57 am 
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killercracker wrote:
Apparently there are up to 8 bind weights per vertex instead of the traditional 4.


i have a error
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 ?


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