Tabletop Simulator

Tabletop Simulator

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Using my Daz Studio Assets in TTS
I create content for Daz Studio and I'd like to be able to create content for TTS as well and use some of the content I create for Daz Studio in TTS.

Now as near as I can tell, in order to have content I make in Daz Studio scale to proportion with the miniatures in the RPG set they have to be exported at somewhere between 1.15% of scale and 1.2%. Does anyone know the exact percentage Daz assets should be exported at to match the RPG set assets?

Also from what I gather we can't import rigged models (.FBX) and animations (.BVH) to make animated miniatures, is that correct? Just OBJ?

Also, how do you change the colour of an OBJ that you import. I'd like to be able to have models without a texture map and just a flat colour but when I right click and select the Colour Tint it doesn't change the colour of the model.
Lần sửa cuối bởi ghastlycomic; 20 Thg11, 2016 @ 11:20pm
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Can't comment on the ratio's but for the rest.

we can now use FBX's.. in a round about way..
what you need to do is add in another step before you get you model to the table. You'll need to use Unity5 as the middle man.
So import you FBX's and BVH's into Unity create a prefab of your model using these elements then export them back out as an Assetbundle which TTS can now work with. this way you get the full benifit of the FBX and BVH files without having to rework them as the more limiting OBJ's we've had up to now.

have a look through the Knowledge base for info on the new Assetbundles.

http://berserk-games.com/knowledgebase/assetbundles/


As to the colour issue be aware the tint will only be applied to the first material it comes across, should your model contain more than one. Which may be why you can't seem to get it to work..


ghastlycomic 21 Thg11, 2016 @ 2:30pm 
Good to hear there's a way we can do rigged models and animations. The material trick will be handy so you can tint just the pedestal that the model is on without tinting the model itself.

One thing I'm still not yet clear on is the Cloud vs. Workshop. If we upload assets we create to the Workshop do we have to upload them to the cloud as well?
Nguyên văn bởi ghastlycomic:
Good to hear there's a way we can do rigged models and animations. The material trick will be handy so you can tint just the pedestal that the model is on without tinting the model itself.

One thing I'm still not yet clear on is the Cloud vs. Workshop. If we upload assets we create to the Workshop do we have to upload them to the cloud as well?

As long as your files have publicly accessable links when uploaded many hosting sites can be made to work with TTS . What you cant do is host your files localy on your own machine if your uploading your mod to the workshop.

Google Drive.
Dropbox
Pastebin and Imgur

as well as the supplied steam cloud

all have been used succesfully to host assets for workshop Mods.

Aro 21 Thg11, 2016 @ 6:20pm 
Meaning most of the workshop upload consists of the game's save file.
Additional elements need to be hosted seperately via steam cloud or an alternative.
ghastlycomic 21 Thg11, 2016 @ 7:13pm 
Okee dokee, that makes sense.

And I got the materials working so I can make the one I want take the colour. Keep the model to only 2 material zones with one named 000 and the other 001.
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