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Hess-1

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May 17, 2016
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I'm having a great deal of trouble with getting an ingame portrait to work. The result is either off screen or completely, completely messed up. I've followed some suggestions I've found in this forum and on google, but to no avail.

Could I post my Maya-project file, for someone to have a look at?

I'm trying to get a mesh+skeleton into Stellaris. I seem to have run into the problem described earlier, (https://forum.paradoxplaza.com/foru...rtrait-export-woes-and-bindpose-issue.947083/) where parts of the skeleton snaps to zero.

Without exporting the skeleton, it looks fine ingame, although there's no animation of course.

I copied the skeleton from human_female_01.mesh after converting it to .dae with Jorodox tools. I was hoping I could reuse the animations, since I literally just started using Maya a few days ago, on a trial at that.

I created three new meshes, then textured them.

Then I moved the face skeleton around a bit, and it looked good enough.

Then I entered rigging mode, went to the Skin->Bind option, and applied after setting max influences=4. It exports and all dandy, but I can see in Jorodox tools preview that the skeleton is messed up. Ingame, it moves around weirdly and is completely deformed. (should it even move without me creating any animations?)

I'm at a loss. I don't understand why the skeleton changes after I export it. Even if I delete the joints, so that nothing snaps, it still deforms anyway. Could anyone take a look?

https://drive.google.com/file/d/0B3wkDzGxlbsVQmtkRHNZS3VBUG8/view
 
Hey, I took a look at your scene and I could see a few problems.

First of all you need to remove your history, this is probably what makes it blow up in game/previewer. To do this you have to go to Edit > Delete all by type > History (if rigged/animated, you want to take Non-Deformer History). This can be seen in the Channel box.

Secondly you should review your mesh as it misses a lot of splits which will make it next to impossible to do proper animation work. You want to have splits going inside the mesh, if you are unsure how this works I'd recommend to check a modelling and skinning tutorial on YouTube.

Thirdly I saw that you have sorted the meshes in -Z, you want to sort the meshes in +Z as that is how it will be in game.

Hope that it helps!
 
That will definitely go a long way in helping - thanks! I definitely have some way to go with learning. I've seen some tutorials already.

Just tweaking the skeleton and rotating it gives a somewhat neat result.

I wonder though, is there any way for me to import the existing animations from the standard human?
 
Should be possible as long as the rig is the same. I don't know what you get in the file when converting it in the Jorodox tool, but evidentely you have the rig, so if you export it without any animations you can utilize the animations made for that rig (i.e. humans in the game).

Worth noting however is that it can be hard to know exactly how it looks as you can't preview it in Maya before. But please try and just ask if there's something that is unclear!