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Forum: All Forums : Call of Duty 4
Category: CoD4 SP Mapping
CoD 4 mapping and level design for single player.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: I have a question...
9837265498
General Member
Since: Nov 6, 2009
Posts: 193
Last: Jan 23, 2012
[view latest posts]
Level 4
Category: CoD4 SP Mapping
Posted: Saturday, Jan. 21, 2012 08:59 pm
I have a few questions I would like to pose to any of you who have worked with Maya and COD4...

1. how hard is it to take an obj character model and turn it into a usable body xmodel?

2. If I were to provide said hypothetical body models, would anyone at all be even slightly interested in rigging them for me? I would release them as a resource for other modders and give you all credit...

The reason I ask is the selection for characters is extremely slim, especially for non-combatants and not-so-gungho AI (CIA operators, bodyguards...) and many of the ideas that float through my head are stifled by the inability to make realistic (I use the term loosely) scenarios.

Not every bad guy should look like Zakhaev, not every good guy a Marine or SAS.

I am using this thread as gauge to see whether I should start rounding up or making models, so if anyone has any interest whatsoever don't hesitate to comment.

ty,
9837265498
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoD4 SP Mapping
Posted: Sunday, Jan. 22, 2012 07:31 pm
1. i believe it's really difficult if you didn't do any modeling before, but if you spent enough time, you'll manage it and get some results. 2nd and 3rd time will probably be last shorter and result in better riggings.

i suggest you export an existing character to OBJ using Regolith's Xmodel exporter and take Blender together with my BlenderCoD addon. it allowes you t import a rig from xmodel_export, just make sure you get a sp file for sp, and mp for mp rigs.

import the OBJ model of a character, modifiy it if needed (T-pose). Parent the mesh to imported Armature (parent: Armature, child: model meshes). Do the weight painting (probably the most difficult part, but there are tutorials on youtube).

Last export: export to xmodel_export and pray that my addon spits out proper data ;)
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9837265498
General Member
Since: Nov 6, 2009
Posts: 193
Last: Jan 23, 2012
[view latest posts]
Level 4
Category: CoD4 SP Mapping
Posted: Monday, Jan. 23, 2012 02:39 pm
ty for the reply...

I have been trying that method and am running into weightpainting / IK issues, but I'll keep trying. (p.s. is Inverse Kinematics part of weightpainting, or the step after that?)

I had forgotten about your awesome plugin until i was cleaning my desktop and noticed i had your first version... i then had a light bulb moment and got up to where i am now with very little problems, but I'm stuck with watching lots of youtube videos now I guess.

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