1.0 hands onto 3.1 bones


Kiff
10-25-2003, 10:42 PM
Has anyone successfully put the 1.0 hands on the bones from a 3.1 model?

I found lots of threads where the question was asked but never answered.

I've imported the 1.0 hands into a model with 3.1 bones. Applied all the bones to the hand, but it doesn't deform properly. The fingers will be rigid and won't bend. I'm assuming this is a HL engine limitation and you need to assign the bones to vertexes only, instead of the entire group. As you can imagine, that's pretty damn tedious!! I have tried that as well and get too many mesh deformation errors.

So has anyone done actually done this?

MaRzY
10-26-2003, 02:23 AM
Try this, load up a dod 1.0 reference file into milkshape and delete everything apart from the hands, and the same with the textures, apart from the hand texture. Now save this out as a temp hand halflife smd file. Now click on new in the menus and load up your 3.1 model reference file and delete just the hands and hand texture. Then import your temp hand smd file, but untick skeleton and just leave triangles ticked. Now as long as the bones are named the same everything should already be assingned and ready to save out and compile. But if the bones are named different, Then just load up your temp hand smd file and name the relevent bones the same as the 3.1 model and go through the above again.

If that should fail, then you will have to assign the vertex by hand, to learn how to do this load up milkshape twice, one with the 3.1 model including it's hands, and one with the 3.1 model and the 1.0 hands. Now just use the one with the 3.1 model as a reference to what vertex to assign to which bones. You can do this by using the selassigned key under the joints tab, start from the arm bone and click the selassigned and see what vetex are assigned to that bone, then flick to the other milkshape and select the relevent bone and the same vertex and assign them, just keep doing this untill you have the whole hand assigned, then do the same for the other hand. After doing this a few times you soon learn what vertex are assigned to which bones, and you want need another milkshape open to guide you.

Kiff
10-26-2003, 06:48 AM
Thankyou! You are a champion MArzy!

Explanation 1 is on the verge of working!! The right hand is bending properly! Woo!

Khan
10-30-2003, 06:47 AM
Kiff, are you trying to convert 3.1 player models to 1.0? If so then best of luck doing it.. I'll be the first one to download them! :D

Also, if you can, and if it is at all possible, can you put in the 3.1 running and jump/crawl animations in there too?

That'll be great.
Keep us updated on your progress.

/me bookmarks this thread

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.