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The aim of this tutorial is to show how to create cuddly toys based on the models of atysian animals.

Contents

Object of the month: creating and deploying cudlly toys "Atys' mobs" in game

00-tuto-peluche.png

Prerequisite for modelising only the cuddly toy:

Prerequisite for deploying the cuddly toy on a game server:


Note: it is possible to test this cuddly toy IG without having a game server through a trick which will be explained a bit further in this tutorial.

Some usefeul linkds for these prerequisites:

Step 1: choosing the model we'll use for our cuddly toy

All 3d models for Ryzom fauna are gathered in the "W:\database\stuff\tryker\agents\monsters" folder, by creature family. In this tutorial, we'll use the "Gubani" model, which is located in the "horse" ("cheval" in French) folder, to create our cuddly toy:

W:\database\stuff\tryker\agents\monsters\cheval\h12tr_mo_h12.max


01-tuto-peluche-dossiers-mobs.png

Step 2: Getting the model and creating a dedicated work folder

In 3DSMax, open the "W:\database\stuff\tryker\agents\monsters\cheval\h12tr_mo_h12.max" file.

Use the menu => "File" => "Manage" => "Asset Tracking" to check the list of the files used in this model, especially the textures. Notice this two files:


02-tuto-peluche-asset-tracking.png

The aim here is to deploy cuddly monbs for the month object. Hence, we'll create a dedicated folder for our to-be toys and respect the naming convention used by Ryzom.


So we'll create a "soft-toy" folder, in the "W:\database\stuff\generique\agents\accessories" folder. We'll save our model by renaming it under: ge_acc_teddy-gubani_01.max

For the texture, we should also copy it under "W:\database\stuff\generique\agents\_textures\accessories", but we'll do it more simply. We'll place it in the same folder as the 3d model and rename it according to the same convention: "ge_acc_teddy-gubani_01.png".


Ryzom core knwo only how to show textures with a ".tga" or ".dds" format. TGA is a raw format without compression which makes it useful for edition, but less efficient in term of memory space. DDS format is a compressed image format which, as jpeg, is destructive. It is the format used internally by Ryzom to minimize the textures' memory space. With your favorite editor, convert the ".png" image into a ".tga" one. That's the one we'll keep for edition. We'll use the NEL tool "'tga2dds'" to generate a texture image under ".dds" format for the 3d model. That's the one which well be used in 3DSMax.

 tga2dds ge_acc_teddy-gubani_01.tga

If you don't have this tool, you gan keep the ".tga" version. It will work for the IG tests. In the "soft-toy" folder, you should now have as a result:

03-tuto-peluche-dossier-soft-toy.png

Step 3: Cleaing the 3D model using 3DSMax

The monster 3D model contains a skeleton and animation tracks. This is not necessary for a toy accessory and unnecessarily overburden the final ryzom model. We will delete it.


04-tuto-peluche-animation.png

Select with the mouse the "Gubani" model. In the right panel, select the "modify" tab. You should see the mesh called "TR_MO_H12" and in the stack one modifier called "physical". We will delete

05-tuto-peluche-physique.png

Ensuite nous allons ouvrir l'écran affichant les éléments de la scene via le menu "Tools"=> "New Scene Explorer" et supprimer tous les éléments constituant le squelette du modèle pour ne garder au final que le mesh de l'animal.

Then we will open the scene explorer screen via the "Tools" menu => "New Scene Explorer" and delete all the elements constituting the skeleton of the model and keep only the animal mesh.

06-tuto-peluche-bones-01.png

Now we have only one element in our "scene": the Gubani mesh "TR_MO_H12"


07-tuto-peluche-nettoyer-modele.png


In the right panel, we will rename the mesh "ge_acc_tedy-gubani_01". This name will be used by the export "NEL" to name the generated file when exporting to "shape" NEL format.


07-tuto-peluche-nettoyer-modele-fin.png

Sources

https://khaganat.net/wikhan/fr:todo:dessiner:peluche




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