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A question about ethics -- Some FFvs3R mesh requests..

Started by Revenant, February 05, 2008, 10:45:32 PM

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Revenant

I haven't been able to get around the floating mesh pieces syndrome with certain hexes I've done.  I know it has to do with the niskininstance nodes, and the fact that a lot of the meshes we take parts from were exported using FF1 exporters rather than FFvs3R exporters.

I'd really like to have those hexes play in the game without all the added parts flying off in all directions.. so, i'd like to make some requests to a mesher to export them in FFvs3R format.  If the parts are all green-lit for hexing, would this be a problem ethically speaking?

Renegade

I hope not since I exported Texas Jack's AIM meshes for FFvTTR without asking first. :unsure:


If the max file exists and is in the hand of a mesher who can export it, I don't see why there would be a problem unless the original mesher specifically banned such an action. The thing is, not all max files are in the hands of others (mine certainly aren't). Now, it is possible through skoping tools to import a mesh into a new max file, but even if the ethical questions around that were resolved, the new file still wouldn't have the original file's animations.

yell0w_lantern


NomadX

Can you provide an example? I've never had this problem >.>

Revenant

Well, I have Ink's Black Canary and Wonder Woman meshes for instance.  In order to hex them and play with them in game I had to convert them.  I added things like a new hair and a cape, for instance.  But when i boot up the game and test them, all the parts that aren't the basic body tend to fly around during all animations, even the parts that Ink created originally, like Wondy's bracelets and boots.  When I pause the game, however, all the pieces fall right into place where they are supposed to be.

I don't think ink released his Max files... but maybe I can put together an official request for these characters that would be compatible with female basic keys... and use the existing parts as a guide to how I want them to look?

Podmark

Ink didn't publically release his max files, but I know some meshers have some of them.

NomadX

Have you tried giving the meshes skinpartitions/turning off shadows? Or is this a different problem?

Revenant

It was explained to me by Tommyboy.. it has to do with the bone structure of the meshes.  When we add parts in NifSkope, we're attatching them to the bones of the mesh, and if I'm understanding this correctly, the structure of the mesh somehow changed from FF to FF2.  When the mesh is converted something changes.

I'll do a few sketches and PM them to you, YL..