Forum > Modelling and Animation
[QUESTION] Custom Creature Bugs
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Vel:
1) write out to notepad all bones XYZ 2) Rename all bone names to "ID" (to new correct order of the bones 0 > 2 >3 > 5 >7 >8 e.t.c 3) transfer all geosets to "null" model (fully cleared model without any bugs) 4) create new bones in mdlvis from your XYZ(from notepad) 5) rebind all new bones to geosets 6) by hands via notepad transfer all animations from the old bones 7) and transfer model header( in the top of the file), for example "header" from my animated custom(convert from cata) tree model
--- Quote ---Version { FormatVersion 800, } Model "Sword_2H_Claymore_A_01" { NumGeosets 2, NumGeosetAnims 2, NumBones 4, BlendTime 150, } Sequences 1 { Anim "Stand" { Interval { 0, 8583 }, MinimumExtent { -0.65694, -2.99915, -2.44931 }, MaximumExtent { 0.55053, 21.8227, 1.28407 }, BoundsRadius 12.4632, } } --- End quote ---
If you can it is - your model will be fully working. (at least geosets)
--- Quote from: "frezer748" --- --- Quote ---you have icq/skype? --- End quote ---
--- End quote --- yes, but I'm almost always busy
frezer748:
So i hope it's right
--- Quote ---Bone "bone_b22" { ObjectId 5, Parent 4, GeosetId Multiple, GeosetAnimId None, Rotation 2084 { --- End quote ---
and so on, right?
and what do you mean with the steps 2,3,5,6, can you explain them accurate?
to step 2 :
--- Quote ---2) Rename all bone names to "ID" (to new correct order of the bones 0 > 2 >3 > 5 >7 >8 e.t.c --- End quote --- should i name them only with one ID? like : Bone "1" {
Bone "2" { and so on?
Vel:
--- Quote from: "frezer748" ---So i hope it's right
--- Quote ---Bone "bone_b22" { ObjectId 5, Parent 4, GeosetId Multiple, GeosetAnimId None, Rotation 2084 { --- End quote ---
and so on, right?
and what do you mean with the steps 2,3,5,6, can you explain them accurate?
to step 2 :
--- Quote ---2) Rename all bone names to "ID" (to new correct order of the bones 0 > 2 >3 > 5 >7 >8 e.t.c --- End quote --- should i name them only with one ID? like : Bone "1" {
Bone "2" { and so on? --- End quote ---
Parent bone, should not have a higher ID than any attachment to it
for example: right - ID 8 attach to ID 7 right - ID 12 attach to ID 5 right - ID 58 attach to 13
wrong - ID 17 attach to 18 wrong - ID 28 attach to 41
-----
Rename bones is a symbolic step. But it will allow you to orientate in the ID of bones.
frezer748:
Parent bone, should not have a higher ID than any attachment to it
for example: right - ID 8 attach to ID 7 right - ID 12 attach to ID 5 right - ID 58 attach to 13
wrong - ID 17 attach to 18
But I made it like you said, with id have 1 value higher than the number in the next line, or is that wrong, because in your wrong/right table it seem like mine
Btw: thought that the model bug, are a animation bug, or i comverted wrong
Vel:
Green arrows, I pointed the boot sequence of bones chain of bones (1 chest> 2 shoulder> 3 elbow> 4 wrist) Each successive number shall not exceed the previous
How it looks:
Load boneID 0 - loaded Load bone ID 1 - loaded, parent from this bone = bone ID 0 - Bone exists in memory, binds bone 1 > 0 Load bone ID 2 - loaded, parent from this bone = bone ID 0 - Bone exists in memory, binds bone 2 > 0 Load bone ID 3 - loaded, parent from this bone = bone ID 4 - Error Bone is missing in memory, binds unable Load bone ID 4 - loaded, parent from this bone = bone ID 5 - Error Bone is missing in memory, binds unable Load bone ID 5 - loaded, parent from this bone = bone ID 1 - Bone exists in memory, binds bone 5 > 1
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