Reply to this topicStart new topic
How to add sandals to women in swimwear ?
 
gimmick
post Jun 15 2012, 5:07 PM
Post #1


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?

Go to the top of the page
 
+Quote Post
willshetterly
post Jun 15 2012, 10:56 PM
Post #2


Master Director
Group Icon

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.
Go to the top of the page
 
+Quote Post
writerly
post Jun 16 2012, 2:26 AM
Post #3


Master Director
Group Icon

Group: Pioneers
Posts: 700
Joined: 13-December 08
Member No.: 3,540



QUOTE (willshetterly @ Jun 15 2012, 10:56 PM) *
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
Go to the top of the page
 
+Quote Post
keithlawrence
post Jun 16 2012, 7:26 AM
Post #4


Master Director
Group Icon

Group: Pioneers
Posts: 968
Joined: 14-January 10
Member No.: 7,321



QUOTE (writerly @ Jun 16 2012, 04:26 AM) *
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


--------------------
Go to the top of the page
 
+Quote Post
gimmick
post Jun 16 2012, 1:00 PM
Post #5


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. blink.gif

It's a more general problem: how to move an accessory (as shoes, scarf or necklace) from an addon1 to an addon2
Go to the top of the page
 
+Quote Post
writerly
post Jun 16 2012, 1:32 PM
Post #6


Master Director
Group Icon

Group: Pioneers
Posts: 700
Joined: 13-December 08
Member No.: 3,540



QUOTE (gimmick @ Jun 16 2012, 01:00 PM) *
Thank you very much for your answers, but these sandals are without heels. So the woman is still 3cm above her sandals. blink.gif

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
Go to the top of the page
 
+Quote Post
writerly
post Jun 16 2012, 1:33 PM
Post #7


Master Director
Group Icon

Group: Pioneers
Posts: 700
Joined: 13-December 08
Member No.: 3,540



QUOTE (keithlawrence @ Jun 16 2012, 07:26 AM) *
Since writerly is very occupied with an elephant I took the liberty to provide with the links. Female and Male

OUCH
Yes, still slogging away on it. The more I work on it, the worse it gets. But I could just be in the 'mess in the middle' stage.
C
Go to the top of the page
 
+Quote Post
gimmick
post Jun 16 2012, 2:12 PM
Post #8


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
Go to the top of the page
 
+Quote Post
writerly
post Jun 16 2012, 11:17 PM
Post #9


Master Director
Group Icon

Group: Pioneers
Posts: 700
Joined: 13-December 08
Member No.: 3,540



QUOTE (gimmick @ Jun 16 2012, 02:12 PM) *
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.
cool.gif Forgetting to assign some of the vertices (joining up points in the mesh) to the skeleton.
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!

Go to the top of the page
 
+Quote Post
keithlawrence
post Jun 16 2012, 11:32 PM
Post #10


Master Director
Group Icon

Group: Pioneers
Posts: 968
Joined: 14-January 10
Member No.: 7,321



laugh.gif


--------------------
Go to the top of the page
 
+Quote Post
gimmick
post Jun 17 2012, 10:44 AM
Post #11


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 rolleyes.gif
Go to the top of the page
 
+Quote Post
writerly
post Jun 17 2012, 1:13 PM
Post #12


Master Director
Group Icon

Group: Pioneers
Posts: 700
Joined: 13-December 08
Member No.: 3,540



QUOTE (gimmick @ Jun 17 2012, 10:44 AM) *
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 rolleyes.gif


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
Go to the top of the page
 
+Quote Post
gimmick
post Jun 17 2012, 8:48 PM
Post #13


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.
Go to the top of the page
 
+Quote Post
writerly
post Jun 17 2012, 11:03 PM
Post #14


Master Director
Group Icon

Group: Pioneers
Posts: 700
Joined: 13-December 08
Member No.: 3,540



QUOTE (gimmick @ Jun 17 2012, 08:48 PM) *
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
Go to the top of the page
 
+Quote Post
gimmick
post Jun 18 2012, 1:04 AM
Post #15


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 rolleyes.gif !
Go to the top of the page
 
+Quote Post

Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members: