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League models/Unity problem


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#1
OFFLINE   TheDynasty

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This isn't directly connected to making skins, but I'm trying to import LoL models into Unity game engine to mess around with.

I have dumped the models and textures all the way through to Cinema4D where everything works great. However, whenever I try to export the .FBX to Unity I end up with a glitched out model and basically inside-out texture.

Posted Image
This view is from behind the Poppy model.

Does anyone know how that would happen or how to fix it?

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#2
OFFLINE   FlashFight88

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In general it seems that LOL models by default have the normals reversed. Something that seems to happen in the SKN transfer. You can reverse the normals and dump it back to FBX and that should fix it.

#3
OFFLINE   TheDynasty

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View PostFlashFight88, on 07 June 2012 - 03:55 PM, said:

In general it seems that LOL models by default have the normals reversed. Something that seems to happen in the SKN transfer. You can reverse the normals and dump it back to FBX and that should fix it.


I'm really new to this, should it be something easy for me to do in Cinema4D or do I have to do it in Unity etc.

#4
OFFLINE   TheDynasty

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Nevermind I figured it out. Thanks a ton for the suggestion.

#5
OFFLINE   TheDynasty

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Gonna bump this thread to maybe see if anyone can help me figure a new problem out: I want to import the animations from the .anm files that are in the LoL files to animate the models I'm importing into Unity (either as .fbx or .mb). I've downloaded the tool for Maya from this forum, but without the .skn being bound to the skeleton, trying to manually bind it causes problems, as the "proximity bind" misfires (for example some of Ryze's book gets bound to his leg, while his scroll top and bot gets attached to his arms/legs).

I've tried to view other tutorials, but they all seem to start with the skeleton already bound to the mesh. Is this an ability included with the import tool that I can't find? Or if not, is there a source where I could find the mesh/skeletons bound by someone else? I'm a programmer who knows little to nothing about modeling, so I'm next to clueless with Maya etc. Any help is appreciated.

#6
OFFLINE   FlashFight88

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In the maya importer when you import this skn it bring in the skeleton already bound. Or it should if you're using the latest version of the converter and maya 2011+

#7
OFFLINE   TheDynasty

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View PostFlashFight88, on 10 June 2012 - 02:58 AM, said:

In the maya importer when you import this skn it bring in the skeleton already bound. Or it should if you're using the latest version of the converter and maya 2011+


I'm using Maya 2012 student version, and whatever version of the converter is linked in the thread. Every time I try to import a .skn all I get is the mesh.

#8
OFFLINE   TheDynasty

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I have no idea why, but when I switched the "file type" in the import to "League of Legends - skin" from "All Files" it imports with a skeleton attached.

#9
OFFLINE   TheDynasty

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Hopefully I'll finally be done needing help after this question, but how can I chain together the character animations in Maya? I can't seem to find ANY documentation on how to import the character animation without constantly overwriting the previously imported one. I should be able to split up the animations later on, but I can't make the maya scene have more than one animation at any time.

#10
OFFLINE   FlashFight88

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Ok, so this one is a little tricky.What you'll need to do is assemble your animations, so plan that out before hand. You need to import the animations in almost chronological order. I would order them longest to shortest.
STEP 1: Import the first one that you want in the series.Then take note of the length of the first animation segment (the ending key).
STEP 2: Then import your "second"/next anim file.
STEP 3: Select ALL the bone/joints from top to bottom. I expand the root joint in the outline by shift+click on the "+". Then shift click the name top to bottom. You NEED to select the joints in the same order everytime so doing shift + click top to bottom is the easiest way.
STEP 4: Select all the keys FOR THAT ANIMATION (the timeline "window of time" will adjust every time you import so this should be easy) by shift+click-dragging on the timeline. Right click, copy.
STEP 5: You will need to extend the "window of time" by dragging or entering into the first of the two fields to the bottom right of the timeline, if you hover over the field it will say, "Set the end time of the playback range". I pick a large number like 1500.
STEP 6: Move the playhead to the correct location based on the length of the first file, again strongly recommend longest to shortest. As we progress this step will correspond the the length of the animation thus far.
STEP 7: Right click in the timeline and choose Paste -> Paste.
STEP 8: Repeat STEPS 2-7 as necessary.
STEP 9: Import your first one to the beginning of the animation sequence and Adjust your "window of time" to the length of you animation.
Done.
By the end you should have an assembled animation. I suggest checking the animation after every process completion to see if it looks good. If it does, save a new version and continue working. If it doesn't revert to the previous version and try again. All the best in leveraging Riot models in Unity (I love Unity!).

Edited by FlashFight88, 10 June 2012 - 03:12 PM.


#11
OFFLINE   TheDynasty

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This makes sense, and I'll give it a shot, my only question/concern is that every time I import an animation clip from the .anm files, the timeline gets reset to 0, so I'm not sure how to do 2-6. From what I've seen thus far, importing the second file completely wipes out the first.

EDIT: I'm seeing it now, working through my first model I will post back when I finish.

Edited by TheDynasty, 10 June 2012 - 04:44 PM.


#12
OFFLINE   TheDynasty

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Posted Image

I got it. Thanks so much for your help, FlashFight88. Couldn't have done it alone.

#13
OFFLINE   FlashFight88

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AWESOME!!!!

#14
OFFLINE   billie_br

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will you release the package/project? say you will please!!!!

#15
OFFLINE   TheDynasty

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View Postbillie_br, on 11 June 2012 - 12:15 AM, said:

will you release the package/project? say you will please!!!!


I'm not planning to release the project publicly when done (seeing as how we're using extremely copyrighted materials), but I can probably do a step 1 - what you see above tutorial when we're finished.





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