bone question
strider_d_3000
10-09-2003, 01:22 AM
can some one please enlighten me with some info one which bones do what so i can properly assign them to the model:)
So far i think 67 is everything else except the reloading and moving animated parts am i right?
MaRzY
10-09-2003, 03:28 AM
Under the joint tab in milkshape, you will find a button called selassigned, now by selecting a bone then clicking on this button it shows you what part of the model the bone is assigned to.
=DD=Wolf Kahler
10-09-2003, 05:46 AM
What Marzy just explained is extremely useful. You'll need to make a TXT file and jot down notes [or just on a piece of paper] about what's assigned to what bone. It can get complicated, so it's important to do it right.
However, there is a glitch in Milkshape's compiler. I don't know if this is present in the most recent DoD compiler, so you may not see it. But if you compile something in Milkshape [just in case] and everything looks all twisted around when you look at it in HLMV, you'll have to delete the skeleton, reload it and reassign everything. Be absolutely sure to keep backups of all versions and parts of files you're working with. This makes it very easy to pick something back up that screws up on you. Or even if you just have an idea to add to the model later and want to release a new version, it will be better to work with the original files instead of having to decompile your model. There are issues with pixel creep in the mesh when you do that, and it can also mess up the colour indexes in the BMP skin files. Decompile and recompile enough times and the skins will end up with only four colours, which is obviously not desirable.
strider_d_3000
10-09-2003, 08:47 AM
thanks man
you could just assign the mesh to the bones any old way and then import an animation, see what moves right and what doesnt, just assign those odd areas to the nearest bone.
Day of Defeat Forum Archive created by
Neil Jedrzejewski.
This in an partial archive of the old Day of Defeat forums orignally hosted by
Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.