Creating a model of character
What is needed:
1) model
2) texture (in the format tga)
3) Maya 5.0
4) plug-in SD2GeoExport
5) plug-in SD2AniExport
6) TXConverter
7) skeleton
Requirements:
The model must contain no more than 2 000 vertices
1) Load the model in MAYA
2) go in the panels-> panel-> hypershade
3) Click on the left side of File (shown next to the green triangle)
4) In WordArea there is a new texture in the attribute editor zhzhem on the button with the image folder and select the texture
5) Click the right mouse button on the texture and choose assign to material
6) You receive a new material
7) Next we go Windows-> HyperGraph and choose our object
8) Now in hypershade Right click on the new material and select assign to selection - in the bottom right corner of the text will appear res: SD1
9) Now create a locator - Create-> Locator and put it in the base model - This locator indicates the level of land for the model, assign it a name main
10) Next, create a locator called camera - it is located near the eyes - gives the position of the camera during a "first person"
11) Create another locator named saber_belt - indicates a place sword belt anchorages
12) Another locator named gun_belt - similar, but for the pistol
13) Another locator named gun_hand - indicates the hand, which will take the gun (located in the palm)
14) And lastly another locator - saber_hand - similar to the sword
15) Now select gun_hand and then with the click shift select our geometry, and press P
16) Now select saber_hand and then with the click shift select our geometry, and press P
17) Now select gun_belt and then with the click shift select our geometry, and press P
18) Now select saber_belt and then with the click shift select our geometry, and press P
19) Now select our geometry, press the shift key and select the locator Main and again press P
20) As a result, we have a hierarchy:
21) Main
---> Geo1
------> saber_hand
------> gun_hand
------> saber_belt
------> gun_belt
22) now allocates all locators (using shift) and go to File-> Export All press Option, choose the type of export SD2GeoExport, put checkmarks BuildBSP and Product, and to zhzhem Export
23) Get the GM file
24) Now with the help of the program TXConverter convert textures in tx format.
Skeleton:
1) Load a skeleton in MAYA
2) Animiruem skeleton
3) Now select all the bones, press the shift key and select the locator Main and again press P
4) As a result, we have a hierarchy:
5) Main
---> bone a
---> bone b
---> bone c
...
6) Now allocates main locator and go to File-> Export All press Option, choose the type of export SD2AniExport, and click on Export
7) Get. An file
Well, sort of modeling and all, I do not claim 100% accuracy, because I myself am doing modeling as a hobby, so if you find a mistake contact me.
By Capitan Blood, SWG, 2006