import/export Cyberface 3ds Max Help

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import/export Cyberface 3ds Max Help

Postby MinguezNBA2k on Wed May 18, 2011 6:18 am

Hi to all the community nba-live, is my first post ... Sorry to bother you but I want, if anyone, can help me with this problem I have.

The problem is when I import / export objects in 3ds max.

I try to do is, for example to the Kobe Bryant headshape in to Ricky Rubio Cyberface.

With the tool Nba2KXModTool export the two cyberface to . n2km (in this case png0195-Kobe Bryant-and-Ricky Rubio png1601-)

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then import into 3ds Max .n2km of kobe ​​and export the object 0-6 (head) to kobehead.obj

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Now I want to apply the head of Kobe to Cyberface Ricky, then open the file. n2km ricky
delete the object 0-6 (head) of ricky and then import the file kobehead.obj

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all I know everything looks good, then this is what I want and exported to. n2km to apply Cyberface Ricky Rubio

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in Nba2KXModTool import this file. n2km to Cyberface Ricky Rubio, this does well .. in the picture is Kobe's face with hair and other ricky stuff

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but if I open the windows "UV Drawing frame" and I see this part 6 ..

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I'm doing wrong??

texture in the game looks bad ... but the 3D shape is correct ...

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I'm doing wrong?
any help?


any help would appreciate it

Thanks a lot ;)

Minguez
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Re: import/export Cyberface 3ds Max Help

Postby iPrototype on Wed May 18, 2011 11:19 am

That is a pretty awesome effect in game haha! You have your problem when you export the .OBJ file of Kobe's face. Even though it is a mesh and not a poly, you vertices are all messed up when you export it. Basically exporting it as a .OBJ file is like giving an alcoholic a beer. At first glance it looks good and safe, then after you see the damage you done.

Try this, open your Kobe HeadShape (HS) on 3DS max and then you will select JUST the face (usually the instance name is 0-6) then after you have JUST the HS selected, you will go to the File menu and click "Save As" then from there select the option that it labeled "Save Selected" which will save the slected object in a .max file

After you have it saved, import Rubio's HS and from there you will go to the file menu once again and then this time choose the "Import" Option. From here you will select the option to replace an object from a saved .max file (The Kobe HS you saved not too long ago) so when you select that, click on the 0-6 instance and it will import the new HS and replace the old one in the same position. Hopefully the face is the same size and you won't have to adjust the eyes much.

Hope that helps and welcome to NLSC (Y)
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Re: import/export Cyberface 3ds Max Help

Postby MinguezNBA2k on Wed May 18, 2011 12:14 pm

iPrototype thank you very much for answering;)

just trying different ways to reach that solution. but what grove was by way of example ...

actually I did was make me soft FaceGen generate HeadShape but I have that problem when I import it to 3ds max.

so should be able to solve this problem in 3ds max ...

the truth is I have no knowledge of 3D handling, and my english is very bad to express myself xD

I'll keep trying and study a little better 3ds max ;)

thank you very much!!!

sorry for myt english... :(
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Re: import/export Cyberface 3ds Max Help

Postby iPrototype on Wed May 18, 2011 12:20 pm

Si quires habla en espanol, yo te entiendo
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Re: import/export Cyberface 3ds Max Help

Postby MinguezNBA2k on Wed May 18, 2011 12:40 pm

iPrototype wrote:Si quires habla en espanol, yo te entiendo


BUENISIMO.......!!!!


a ver... he creado un script para el Facegen para hacer los Headshaepe para el nba2k11 a partir de 3 fotos... (seguramente conoces ese software)

Desde el Facegen solo puedo exportar el headshape a un archivo .obj(cabeza, ojos, boca, lengua, pestañas, vincha, etc) a ese archivo luego lo tengo que importar en el 3ds max,
Lo importo y allí me lo muestra bien, pero esta ese problema de UVW que no se solucionar... algo como un reset o algo en las propiedades "Unwrap UVW", no hay algo de eso que lo pueda solucionar?... porque igualmente puedo exportar el .n2km y ponerlo con el modtool al cyberface, pero se ve mal.. como lo muestra en la ultima imagen que puse...
desde mi ignorancia en el manejo de 3d supongo que puede haber algo que solucione esto en 3ds max.. (pero es solo una suposición :P)
otra cosa que hice fue en el 3d max, antes de exportarlo a .n2km fue ponerle las texturas a los objetos, y se ven bien.. o sea que me desorienta un poco esto.

todos los objetos tienen ese problema cuando importo del facegen al 3ds max...

se te ocurre algo que pueda hacer ?
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Re: import/export Cyberface 3ds Max Help

Postby MinguezNBA2k on Thu May 19, 2011 3:42 am

importing in .obj, don't integrate the UV coordinates ? that right ?
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Re: import/export Cyberface 3ds Max Help

Postby iPrototype on Fri May 20, 2011 2:36 pm

Perdoname pero no se el programa de facegen. Pero si lo exporto en orta manera, trabaja o solamente lo puedes exportar en .obj?
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