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编辑“
Portrait modding
”(章节)
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=== Maya === Open up Maya and start off by creating a new skeleton. See Fig.3 for joint hierarchy. [[File:Portrait rigging fig3.jpg]] ''Fig.3: Joint hierarchy for Fungoid 11'' You probably don’t need to create as many joints as can be seen in Fig.3 just yet, so start off by just creating the top ones: “root”, “root_center”, “spine_1”. You can add more as you see fit depending on the design of your character. ==== Material ==== Open up your .dds in Photoshop, open the image size window ({{key press|ctrl}}+{{key press|alt}}+{{key press|i}}) and change the format from pixels to centimeters. The values here are the values we will use to create the polygonal planes in Maya. The Fungoid 11 texture file is 512x512 px which results in 18.06x18.06 cm. Go to Maya and Create > Polygon Primitives > Plane > Option box. Set the axis to Z and then input 18.06 in both height and width. Now to create a proper material for it. Go to the Hypershader (Windows > Rendering Editors > Hypershader) and create a Phong material in the menu to your left. Assign the texture to the diffuse channel and assign a black texture to the normalmap and specular map channels. You can do this by assigning a file and never adding an actual texture. Assign the new material to the newly created plane. If your texture isn’t a perfect square you will need to go to the UV Editor and move the UV edge to the texture edge (however in the example of 512x512 it is a square). Now duplicate your plane until you have one for each body part, like in Fig.4. Add more vertices to the planes and move each parts’ vertices to exclude the other parts (make sure you have "Preserve UVs" checked in the Move Tool settings) and place them above each other in the correct positions and order. It’s easiest to work in the front view. Put them in the same order in the outliner. The one furthest in the back should be at the top of the list and the one most in front at the bottom, this is to make the game know in which order to render them. [[File:Portrait rigging fig4.jpg]] ''Fig.4: Polygon planes to map out the body parts'' ==== Animation ==== To get better deformations on your mesh you should cut it up (add more splits) to get more polygons where the mesh will deform. Now let’s continue to your skeleton, the skinning of the character, animating it and exporting it. If you have created the skeleton already with the structure which can be seen above you need to skin the meshes to it. To do this go to the "Rigging" menu in Maya > Skin > Bind Skin and press the options box. Make sure your settings looks like in the picture below, important is to have 4 max influences and uncheck "Remove unused influences". [[File:Portrait skinning settings.jpg]] ''Portrait skinning settings'' When you have tweaked the skinning, by using the Paint Skin Weights Tool for each mesh, you need to animate it. First you need to give the root joint an animation attribute which will control where your animations start and where they end. To do this, select the root joint, open the export window and press "add animation attr." while having the correct exporting project selected (in which you might have a few animation strings already specified). This will add a new attribute to your joint which can be seen in the Channel Box. If you already had some animation strings in your Stellaris export project, in the clausewitz.txt file, these can now be found in the animation attribute on the root joint. You need to have at least one called "none" and one other with whatever name you prefer. If you don't have an animation called "none" you can add one manually if you select the root joint, go to "Modify" and select "Edit Attribute". In the new window, select the animation attribute and click on any slot under "Enum Names" to add a new state and name it "none". Now when you animate your character you need to set a key on the animation attribute on the root joint for where your animations start with "idle" (for example) and "none" where they end. If done correctly, it should look like in Fig.5, each pillar is an animation and the space between where the graph is on 0 value it is "none". [[File:Portrait rigging fig5.jpg]] ''Fig.5: Graph of “animation” attribute for “root” joint'' ==== Shader ==== For the body you should use the shader "PdxMeshPortrait", to use this select the shader your made previously in the Hypershader, then in the [[Maya exporter]] window select "Stellaris" and click "add shader attr." and select the mentioned shader in the drop-down menu at the bottom of the attributes in the channel box of the previously made shader (named Shader). If the list doesn’t contain the Portrait shader, and only contains other kinds of shaders, you can either go to <code>Documents\Paradox Interactive\PdxExporter\settings</code>, open the <code>clausewitz.txt</code> file and add the shader you want to the list (remember to also increase the number at the start with 1 for each shader you add). Alternatively you can select the shader in the Hypershader, go to Modify > Edit Attribute…, select “shader”, click on the empty space below the shaders in the list, then write in the text box the name of the shader to add it. “PdxMeshPortraitClothes” for clothes and “PdxMeshPortraitHair” for hair. More on how to script clothes and hair later. ==== Export ==== Open up the exporter, make sure you check the “Skip Merge” option in the exporter, see Fig.6 for options (normally the export optimizes the mesh by merging separate meshes, to reduce the amount of draw calls when rendering). Set a name and location and press export. [[File:Portrait rigging fig6.jpg]] ''Fig.6: Portrait export options''
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