I actually now tried to edit the mesh now yet im having problems with animation after exporting. animation doesnt work anymore. any tuts?
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Heres the complete translation of the link given since its in russian.
3ds Max Tutorial
At the beginning of the year 2015 we ordered converter msh <-> obj for 3ds Max program 2015. Since we used it not as active as I'd like. Now the situation has changed, we have resources, but at the moment the force directed to other purposes. I decided to put a plugin, and how to use it, in the hope that people will appear interested in this game and have new inks, on our project will reveal itself one or more new talent. I think it's a bad idea, given the fact that foreign craftsmen did a few years ago their models for RF Online.
This Hyde should be studied in the least. If you are not familiar with the moddingom RF Online client, first read the first 5 articles:
[1] set of young teksturshhika
[2] looking for things in the game client
[3] looking for weapons effect
[4]. spt file
[5] Assign effect weapons armor
In addition, you need at least a basic knowledge of 3ds max (they can muster in the process).
Plug-in for 3ds Max 2015:
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(Throw in the folder '... / 3ds Max 2015 / plugins')
Skeletons characters:
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(Throw in any folder)
After you install the plugin, you can open .msh files directly in 3ds Max, edit, and save them there (to translate msh obj is not required). In addition, you can convert .obj format .msh.
I. the situation in model space.
for pinpointing where is editable model relative to the player, you must open the corresponding skeleton (for race models type BB weapons no matter what the skeleton you will discover).
after the discovery of the skeleton, you should see the following:
Then you should be ready with msh files for those items that you are replacing (come down 45-50 LVL weapons). For example, if you want to do the Horde two-handed sword, then you will need to open and two-handed sword 45 lvla.
This is needed in order to properly rotate your model in space and not to be mistaken with the scale. And also to know what parts of a skeleton attached model.
Click File-Import and select > our msh-preset. Here can quarrel that could not be found. dds file (texture), it's not scary. I will show the example: click.
in the allocation model proved that it consists of only one part (armour often consists of several parts, since the character's shoulders is not bezdvizhny, and with only one part of the character's movement would have looked very strange).
we need only turn our new model in the same way that turned this model.
Click the right mouse button on the models - Rotate.
Below you will see a turn in each of the axes:
Write them down, and then select your model, click Rotate, and Edit the rotation axes so that it was exactly the same.
Position in space (as opposed to scale and rotate) often shows incorrectly. For example, in the screenshot you can see that the spear away from hands. You will need to move the spear close to hand, but even then you're likely to miss.
Attention! If the weapon is turned not at angles a la 0 or 90 degrees, then it is better to perform a scale (Zoom adjustment) in advance.
II. Model binding to the skeleton.
in addition, a new model you want to attach to the same part of the skeleton, to which is attached a model-equivalent from the game. For example, our spear W00 attached to Bip01 R Finger0. If you create a new spear, you simply attach it to the same dull dragging in the same ' bone '. For paired weapons will need to attach each model to different hands. Also watch carefully, rotate the second weapons will already be different.
as far as armor, even SARS may consist of several parts, two of which are attached to the skeleton. If some parts are not bound by default, their analogues (new) to bind to those parts that they are (your armor should be divided in the same way).
If your subject of interracial, again it does not matter what the skeleton you tied. Even if you are strapped to a bellatijskomu skeleton, on acre two-handed sword exactly will also move at the behest of the right hand. For the armor I think it is obvious that you need to use an appropriate skeleton.
Tip: in the game you can see how are models of weapons relative to character. During switch on the peace regime in the small moment arms are moved into the starting position (the same you see in 3ds Max). Example:
III. Glow point.
on the example of our spear disclose W00 have icon and see the following:
If you select them, you can see where they are located, but not their turn. Partly SIFCO about how to edit a turn illumination points:
These points may be enough to work and sometimes fail, so after adding them to your model, it is desirable to do several procedures:
1. Make Allign to Object (perhaps several times)
2. Make the Reset Transform and Scale
3. Go to the Modify tab and add the XForm Modifier from the List (a few times doesn't hurt.)
4. Then turn and move the pivot as desired.
All these manipulations will avoid sudden glow points override (as well as turning).
Once your model is ready, click Export and select format RF Online MSH. You will be asked whether to export the skeleton and whether to use the Mesh8 structure. These are the questions you need to answer ' no '.
Hyde at the moment may not have totally accurate information, however, what is described here, can serve as a good basis. The article will be updated and edited in case of detecting any errors.