Player animations/smd, where?


BERSERK3R
07-15-2007, 09:41 AM
I am compiling a player model but somehow the helmet and weapon bones are only animated, and not the player.
If I look into the QC, there is only ragdoll sequence, so how do I make sure that the animations compile for the player also?

Trp. Jed
07-15-2007, 10:04 AM
// *** include anims *** //
//
$includemodel "player\dod_player_shared.mdl"

BERSERK3R
07-15-2007, 10:17 AM
// *** include anims *** //
//
$includemodel "player\dod_player_shared.mdl"

Thanks a lot, but the line is already in the QC.

It seems that the mesh isn't attached to the bones somehow.
The player bones are animating but the mesh is not.

The "seperation" happens after step 3.

1) Import default playerref smd (mesh + bones)
2) "Merge" (as called in max) my custom mesh
3) Attatch custom mesh to playermesh

Trp. Jed
07-15-2007, 11:02 AM
Well if your custom mesh is just an addition to the original, align it, do the bone assignment on it seperately and export it as it's on SMD and add it that way.

If you add anything to an existing skinned mesh you generally destroy the skin modifier and bone assignments.

You could try adding an "Edit Poly" modifier to the stack above the Skin modifier and add your new mesh to it via that then add a new Skin Modifier and weight the new parts. It's not pretty but it might work.*

*(this is off the top of my head)

BERSERK3R
07-15-2007, 11:07 AM
Well if your custom mesh is just an addition to the original, align it, do the bone assignment on it seperately and export it as it's on SMD and add it that way.

If you add anything to an existing skinned mesh you generally destroy the skin modifier and bone assignments.

You could try adding an "Edit Poly" modifier to the stack above the Skin modifier and add your new mesh to it via that then add a new Skin Modifier and weight the new parts. It's not pretty but it might work.*

*(this is off the top of my head)
Thanks, but what I did was link it to a bone, that did the trick.

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