How to add sandals to women in swimwear ? |
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How to add sandals to women in swimwear ? |
Jun 15 2012, 5:07 PM
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#1
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Wannabe film-maker Group: Members Posts: 26 Joined: 11-April 12 Member No.: 26,928 |
Hello,
In Wardrobe02, the women with swimwear are on their tiptoes (as all women in MS). Therefore they would need sandals with heels. So, how to add Base01 sandals to women in swimwear?
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Jun 15 2012, 10:56 PM
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#2
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![]() Master Director Group: Pioneers Posts: 1,349 Joined: 31-July 08 Member No.: 2,351 |
My guess is it would call for major modding. You might ask for it to be added to the list for Bonus Content--there's a thread for that somewhere in the forums.
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Jun 16 2012, 2:26 AM
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#3
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![]() Master Director Group: Pioneers Posts: 700 Joined: 13-December 08 Member No.: 3,540 |
My guess is it would call for major modding. You might ask for it to be added to the list for Bonus Content--there's a thread for that somewhere in the forums. I made a pair of gold sandals a year or so ago. I think they are tintable and should work for you. C |
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Jun 16 2012, 7:26 AM
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#4
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![]() Master Director Group: Pioneers Posts: 968 Joined: 14-January 10 Member No.: 7,321 |
I made a pair of gold sandals a year or so ago. I think they are tintable and should work for you. C Since writerly is very occupied with an elephant I took the liberty to provide with the links. Female and Male -------------------- |
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Jun 16 2012, 1:00 PM
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#5
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Wannabe film-maker Group: Members Posts: 26 Joined: 11-April 12 Member No.: 26,928 |
Thank you very much for your answers, but these sandals are without heels. So the woman is still 3cm above her sandals.
It's a more general problem: how to move an accessory (as shoes, scarf or necklace) from an addon1 to an addon2 |
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Jun 16 2012, 1:32 PM
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#6
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![]() Master Director Group: Pioneers Posts: 700 Joined: 13-December 08 Member No.: 3,540 |
Thank you very much for your answers, but these sandals are without heels. So the woman is still 3cm above her sandals. It's a more general problem: how to move an accessory (as shoes, scarf or necklace) from an addon1 to an addon2 You can't move the position of an accessory without moving the Mesh in relation to the bone to which it is assigned. This means you need the original files which generated the Cal files with MS uses. That's difficult. You will find, however, that you should be able to shoot around things like a 3cm gap just by adjusting your camera angle a bit. Unless the focus is the fit of the sandals, in which case you will need someone to mod them very, very tightly. WHICH Brings another problem. There are slight variations in the outfit 'bodies' which may mean that a sandal which has a 3 cm gap in one outfit has a 4cm gap in another and 2cm in yet a third. Art is Art and Science is Science and film-making lives in the uncomfortable gap betwixt. C |
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Jun 16 2012, 1:33 PM
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#7
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![]() Master Director Group: Pioneers Posts: 700 Joined: 13-December 08 Member No.: 3,540 |
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Jun 16 2012, 2:12 PM
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#8
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Wannabe film-maker Group: Members Posts: 26 Joined: 11-April 12 Member No.: 26,928 |
I agree that I can (and I must) adjust my camera angle
In MS, it's difficult to understand the structure of puppet/costume/accessories, etc |
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Jun 16 2012, 11:17 PM
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#9
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![]() Master Director Group: Pioneers Posts: 700 Joined: 13-December 08 Member No.: 3,540 |
I agree that I can (and I must) adjust my camera angle In MS, it's difficult to understand the structure of puppet/costume/accessories, etc It does take some getting used to. Here's my non-animator concept. 1. It all starts with the two skeletons: Male01 and Female01. 2. The mesh, which makes the skeleton look like something other than stickmen, is assigned to the various bones of the skeleton. 3. Costumes are just new meshes assigned to the skeletons. Sometimes individual bits can be created, as with the sandals, hats, hair, Borg pieces etc. These are still just 'stuck' to the skeleton. They look fine on some bodies, not so much on others. 4. If I am doing an important piece, I start with the base body included with the skeleton and build on, or rip pieces away from it. You can think of a corset as a mesh you build, or as all the remains after you have hacked all the other bits of the body away then added a nice material to wrap on top of the mesh. 5. Once everything looks good the spooky exporter happens. And here lots of things can go wrong. My common mistakes are, in no specific order: A) Not welding a piece together properly. C) Not having a material assigned to the skeleton in the proper format. (The square brackets are key!) D) Not saving at the appropriate times in Moddersworkshop. E) Not getting the file structure correct: NAMEPROP, DATA, PUPPETS, MALE01, ACCESSORIES, NAMEPROP, ANIMATIONS and TEXTURES. Or typing "Animtions" instead of "Animations" and taking three days to figure it out... 6. The good news is, that if you mindlessly follow the instructions in the tutorials, you CAN get things to work and work well. Don't skip steps like I...uh..um...like SOME people might do. This just leads to frustration and loved ones wonder where the hell you are at 3 AM and what that cursing is all about! |
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Jun 16 2012, 11:32 PM
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#10
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![]() Master Director Group: Pioneers Posts: 968 Joined: 14-January 10 Member No.: 7,321 |
-------------------- |
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Jun 17 2012, 10:44 AM
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#11
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Wannabe film-maker Group: Members Posts: 26 Joined: 11-April 12 Member No.: 26,928 |
Thank you Writerly for your explanations. The video tutorials are good BUT without subtitles. And for me, spoken english is harder to understand than written english.
Fortunately it's easy to paint the costumes and the SketchUp importer is very good. So in MS it's strangely easier to import a complete town than to add a new hat PS: after some headaches with 3dsMax & MS, I am still looking for a ruff
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Jun 17 2012, 1:13 PM
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#12
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![]() Master Director Group: Pioneers Posts: 700 Joined: 13-December 08 Member No.: 3,540 |
Thank you Writerly for your explanations. The video tutorials are good BUT without subtitles. And for me, spoken english is harder to understand than written english. Fortunately it's easy to paint the costumes and the SketchUp importer is very good. So in MS it's strangely easier to import a complete town than to add a new hat PS: after some headaches with 3dsMax & MS, I am still looking for a ruff ![]() I understand the language problem. Tell you what. If you make the model in 3dsMax or in .obj format, I will attach it to the character bones for you and write down all the steps I take for you to follow for next time. Would that help? Regards, C |
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Jun 17 2012, 8:48 PM
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#13
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Wannabe film-maker Group: Members Posts: 26 Joined: 11-April 12 Member No.: 26,928 |
hello,
thank you Writerly for your very sympathetic offer. the OBJ and Max2010 files are here : FILE I hope that the files are usable. |
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Jun 17 2012, 11:03 PM
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#14
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![]() Master Director Group: Pioneers Posts: 700 Joined: 13-December 08 Member No.: 3,540 |
hello, thank you Writerly for your very sympathetic offer. the OBJ and Max2010 files are here : FILE I hope that the files are usable. You are most welcome. Here are my dropbox links to the : Step-by-step instructions https://dl.dropbox.com/u/21064842/RuffWorkflow.txt The finished Addon file https://dl.dropbox.com/u/21064842/RUFF.addon and the Milkshape files I used to make it. https://dl.dropbox.com/u/21064842/Ruff.ms3d Anyone else is welcome to 'play along'. If there is anything missing, unclear, wrong or just really annoying, let me know and I'll do my best to fix it. Regards, C |
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Jun 18 2012, 1:04 AM
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#15
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Wannabe film-maker Group: Members Posts: 26 Joined: 11-April 12 Member No.: 26,928 |
Waouh!!! Thank you so much Writerly! The addon works fine and with your ultra detailed tutiorial, I will test other ruffs, hats and necklaces for my actors in the next days.
best regards |
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