Arms Out Reference Skeleton


Effexx
06-11-2003, 11:46 AM
I don't know if you guys will find this of any use... I noticed that the models that use the skeleton with the arms up seem to lose their shoulders when the model is animated ingame... The models that use the skeleton with the arms down have nicely formed shoulders, but are not the most fun to work with because the arm polys are too close to the body polys... After tinkering with the smd for the us-inf I was able to successfully lower the arms to be out to the side at slightly less than a 45 degree angle... If I've confused you then let the following picture do the talking...


*** PICTURE *** (http://home.attbi.com/~effexx2/Images/FX-ArmsOutSkel.jpg)

*** Right Click Here and "SAVE AS" to Download *** (http://home.attbi.com/~effexx2/Files/FX-ArmsOutSkel.smd)




If you want the same reference skeleton with the moving mouth bone added then
DOWNLOAD IT HERE (http://home.attbi.com/~effexx2/Files/FX-ArmsOutSkelMouth.rar)

Instructions included...


Hope this helps some of you ....


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Sgt.Sinister
06-11-2003, 02:00 PM
OMFG THIS SO SO GREAT THIS WILL MAKE THIGNS A WHOLE LOT EASIER FOR ME THANK YOU!!!!!


hehe, gg.

Sgt.Sinister
06-11-2003, 02:14 PM
wait...won't this distort the animations??

06-11-2003, 02:38 PM
Good idea. Nice to have for reference.smd pose. Could maybe tack it onto the end of the .qc too, to give a nice pose to view models with in HLMV. Always annoying trying to look at that hunched over idle pose.

No, it wont have any effect on animations. Its for the ref.smd, not an animation.

Sgt.Sinister
06-11-2003, 06:07 PM
Are you sure???? If I remember correctly, moving the skeleton at all will distort the animations...

Effexx
06-11-2003, 11:44 PM
DarKcyde is right... It doesn't screw up the animations... I moved the bones positions by using the technique Jed showed me... I directly edited the .smd file, and did not move the bones within Milkshape... For testing I even converted over a model from another popular WW2 game (that coincidentally uses this same exact reference pose... :D ), compiled it, and watched the anims for a little while... I was off on a few small vertex assignments, but the anims were intact...


So to make a long story short... It's all good... No Animations were harmed in the making of this reference skeleton...


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=DD=Wolf Kahler
06-12-2003, 06:26 AM
Sweet. Care to add the bones in the SMD that were used in 3.1 to have moving mouths? ^_^

Sgt.Sinister
06-12-2003, 04:49 PM
yea, yea, yea!!

thats all it needs!

Effexx
06-12-2003, 04:54 PM
Originally posted by =DD=Wolf Kahler
Sweet. Care to add the bones in the SMD that were used in 3.1 to have moving mouths? ^_^


Sure thing.. I'll get to it first thing tomorrow morning.. Should be a quick & easy request to fill.. :D


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Sgt.Sinister
06-12-2003, 04:57 PM
Effexx, get on AIM plz.

Effexx
06-12-2003, 11:36 PM
Sorry Sgt Sinister.. I posted that and went to bed.. I work midnights so try to get me in the mornings after 8 am Central time... I'm usually on...


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Sgt.Sinister
06-13-2003, 01:36 AM
Well, I was just wondering how you edited the skeleton and were able to move the arms to that position.

Trigger
06-13-2003, 02:05 AM
I've read that if you manipulate the skeleton in animation mode, it won't mess up the anims, but I've got no experience in that area, so I'm not a definitave source.

gabagoo
06-13-2003, 02:16 AM
i didnt try this yet but i was trying this exact idea about a month ago and it didnt work.
so how did you get it to work ?
another thing is can you also do this for the allie para bones

Effexx
06-13-2003, 02:21 AM
Actually... a little while back I was asking how to get the "moving mouths" to work... Jed & Marzy helped me by explaining how to edit the .smd using notepad to get the bone in without messing up the animations... I used the same method for moving the arm ones... It took a little time, and plenty of trial and error... Basically I just changed the numbers that corresponded to the rotation of the arms in conjunction with the adjoining shoulder bones... There are six number sets (coordinates) for each bone... X, Y, Z, yaw, pitch, & roll... not necessarilly in that order...


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gabagoo
06-13-2003, 02:43 AM
Originally posted by Effexx
I even converted over a model from another popular WW2 game
and what game would that be :D

Effexx
06-13-2003, 04:26 AM
Originally posted by gabagoo
and what game would that be :D


I don't remember fully ;) , but It wasn't very historically accurate... There was a creepy castle named after wolves or something, Zombies, and a giant turd monster... LOL...


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=DD=Wolf Kahler
06-13-2003, 06:02 AM
Oh, yeeeaaah. I remember that game. Had the worst weapon models since Quake.

Effexx
06-13-2003, 11:27 AM
UPDATED: 6/13/03

Added a download link in the first post for the reference .smd with the moving mouth bone added... enjoy...


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=DD=Wolf Kahler
06-13-2003, 02:58 PM
Oh, God, thanks, man. That's a huge help to me.

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