Product Chat / Clothing

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Honkeyboy
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Posted: 25th Aug 2017 16:20
As some of you know i had a bash at making clothing up for fuse characters to import into GG. But when i got around to thinking about it, posed a question.
Can i make clothing directly for GG? If so could anyone tell me which directory they are stored please and if its at all possible to add clothes into that directory? Thanks all
P.s didnt know really where to post this one so you think its in the wrong section please move it
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DVader
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Posted: 25th Aug 2017 16:33
I doubt it really. All clothing with GG models is generally in the model via texture and in some cases modelling. There's not even any clothing options in the CC, which is really where you would want them. Would be great to see such a feature, although I would not expect it for some time (unless of course some artist makes some media for Lee to help him out )
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Pirate Myke
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Posted: 25th Aug 2017 17:45 Edited at: 25th Aug 2017 17:54
Have you seen this thread?
https://forum.game-guru.com/thread/209329

The character Kit files are located here:
Game Guru\Files\characterkit\bodyandhead

Do make backup copies to work on. This folder gets reset to default when updating and file verifying cache.

There is some other info about I will hunt for. But it uses 3ds max only.

The meshes are in x format and you will see naming patterns available.
I suggest copying a whole named group and then importing the x files into fragmotion. It does not destroy everything.
You can then change the mesh shape and adjust the textures as needed, export the finished ones back to x file, with a new name.
Setup the correct naming style for your new meshes and test them in the character creator.

If you dont mess with the bone rig, you should get good results.

Do expect Game guru to crash to you get used to it.
Do expect to have to try this a few times.
Do expect to get the hang of it after a few shots and then you will be on your way to what you want.

Now clothing like Rolfy did with the ghost are a whole different this. Also if your looking for the clothes to flow with physics, then Game Guru is not quite there. You will need to rig and animate the flow of your clothing. Just remember that your can have as many meshes in your character as your want, as long as each mesh is under 20,000 polygons.
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Honkeyboy
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Posted: 25th Aug 2017 21:23 Edited at: 25th Aug 2017 21:40
Right ok thanks guys i'll start to look into it and if i have any success i'll post them up in the freebies and or send them over to Lee to evaluate. totally need some rpg clothing and maybe some sci fi bits and bobs @ Myke no m8 not going to mess with the meshes maybe just rename and design new clothing types will have a bash anyway see what i can come up with will make a start on monday after i get back from Vampire hunting in Whitby
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granada
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Posted: 25th Aug 2017 21:33
Ile be interested to see whay you come up with .

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Honkeyboy
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Posted: 25th Aug 2017 21:41 Edited at: 25th Aug 2017 21:44
I actually enjoy making clothing Dave so if i can get the hang of the first one i'll more than likely go mad and do tons and if i can do them directly into GG's character creater = even better. Will start with a male ranger if i can.
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Len the man
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Posted: 25th Aug 2017 22:18
I have made a few Fuse models to use in GG... I would love to see the new clothes... It sounds great.

I would love any extra clothes for Fuse or GG CC... I use both kinds of models and would love to see what you make.
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Honkeyboy
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Posted: 25th Aug 2017 22:27 Edited at: 25th Aug 2017 22:48
Got plenty of fuse clothing that i made Len will post them up for you if you like to import in the freebies section mostly helmets and webbing and some capes but very usable i used them in a few projects and they looked fine, but wanted to add to the GG library Ive managed to import the Knight body into fragmotion and remove the spikes etc etc to make a base for the male ranger imported it out as a .x and a .dbo quickly added clothing bones untouched but it doesnt show up in CC ideas?
Edit: Added the fuse clothing to the free section some of the gloves you need to repaint the .dds file as the fingers slightly show or re edit in your modelling package, helmets etc etc work fine if you tried my game H.E Trooper you'll see them in action If you use them a thanks would be nice
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Belidos
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Posted: 26th Aug 2017 00:37
CharacterKit clothes aren't clothes, they're actual bodies with bones, including the animations, so you will need how to know how to make a character, rig it, and animate it, they will have to contain the exact same animations and frames as the existing character kit models to work in the character kit.

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Pirate Myke
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Posted: 26th Aug 2017 04:06
Belidos is correct. The character creator parts have the body and the bones. Clothes are part of the meshes chosen from the available parts.
Animations are supplied in the rig as long as you dont break it. The rig is the uber soldier biped.
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DVader
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Posted: 26th Aug 2017 16:13
I'm not sure how anyone got the impression you could add clothes themselves in to CC. I distinctly mentioned the feature was not available and that all clothes in all GG npc's are built in to the model. I did suggest it might make a nice future feature for CC though...
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Honkeyboy
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Posted: 28th Aug 2017 21:14
I havent tried to add clothes to them in the case of the GG one im working on i did as Myke suggested and have only edited the mesh so far and left the rig intact and then will add a .dds to fit e.g different clothing, i can actually rig myself in blender if needed but if it works this way it may well be a quicker route
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Belidos
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Posted: 28th Aug 2017 21:35 Edited at: 28th Aug 2017 22:33
Quote: "Have you seen this thread?
https://forum.game-guru.com/thread/209329"



In that thread is a Blender file which has the GG rig and anims, they work perfectly except there is no fire spot. I've tried adding a firespot but for some reason no matter what I do when I export it and import it into GG it acts in the default behaviour as if there's not firespot (ie no visible weapon and it firs from the center of the chest), it's probably something I've done wrong in blender.

I've attached a blender file with a very basic character model that contains the rig to http://swgrp.co.uk/3DModeling/rigged.zip, could someone with a little more knowledge of blender than me take a look and see if you can fix the firespot for me?

This is all I need now to be able to add the rig to my own characters easily, the rest of it works fine. a blender file with a very basic character model that contains the rig, could someone with a little more knowledge of blender than me take a look and see if you can fix the firespot for me?

This is all I need now to be able to add the rig to my own characters easily, the rest of it works fine.

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granada
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Posted: 28th Aug 2017 21:48 Edited at: 28th Aug 2017 21:49
Did you make the bone part of the hand,I had your problem in another program and had made the firespot bone part of the main skeleton ,just a thought .
Edit. (And assign the fire spot to the hand vertices )
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Honkeyboy
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Posted: 28th Aug 2017 21:52
Isnt that already there with the standard rig Dave?
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granada
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Posted: 28th Aug 2017 21:57
That's right ,having a thick night.maybe it just needs assigning to the hand.

Dave
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Honkeyboy
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Posted: 28th Aug 2017 22:01 Edited at: 28th Aug 2017 22:04
Thing is here guys im not actually changing the rig at all in this case its the same rig untouched e.g the Uber soldier isnt it? so i would have thought the firespot is already there or am i wrong here?
e.g import the say knight body into fragmotion and edit the mesh (not the skelly) then export the edited mesh out under a different name.
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Belidos
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Posted: 28th Aug 2017 22:32
I'm not using a rig from an existing model, I can't use anything other than blender, just can't get used to another modelling program, and fragmotions fbx version it exports to doesn't work in blender, so i'm using an old reference rig with the GG skeleton and animations in blender format, unfortunately whoever created that rig forgot to add the FIRESPOT, and I've tried adding one, but it doesn't seem to register it when imported into gameguru, everything else works fine, but not the firespot.

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granada
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Posted: 28th Aug 2017 22:36 Edited at: 28th Aug 2017 22:44
Just had a look in fragmotion,you only need a Firespot bone.try deleting the firespot end bone,that might help,

Oops ,sorry Honkeyboy sort of hijact

Dave
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Belidos
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Posted: 28th Aug 2017 22:42
There is only one bone called FIRESPOT. Not sure how you looked at it in fragmotion, it's a blend file not a model file.

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Honkeyboy
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Posted: 28th Aug 2017 22:44
@ Belidos oh i get you now m8 you using rigify?
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Belidos
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Posted: 28th Aug 2017 22:46 Edited at: 28th Aug 2017 22:47
No, i'm using the original GG rig converted from Max to Blender, it's works fine, it's just missing the firespot, and adding one doesn't seem to work. The file can be found in the link in my first post about it.

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granada
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Posted: 28th Aug 2017 22:47 Edited at: 28th Aug 2017 22:48
Exported it out of blender,and loaded into uu then out to fragmotion. (That's probably where it go mixed up)


Dave
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Honkeyboy
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Posted: 28th Aug 2017 22:48 Edited at: 28th Aug 2017 22:51
No didnt when i tried it in Blender i had to re rig using rigify and add the FIRESPOT, dont know if theres away around it will have a looksee tomorrow. Just a thought you adding a bone or just renaming a bone?
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Belidos
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Posted: 28th Aug 2017 22:49
ah I see, nah there's only 1 bone named firespot, it's parented to the hand bone with an offset. It should work, there's no reason it shouldn't work that I know of, it just acts like there's no firespot in GG (ie you see the shot coming from the models chest and there's no weapon visible)

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granada
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Posted: 28th Aug 2017 22:53
Might be getting mixed up when you export,can you export and test in fragmotion ?.

Dave
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