put a hat on virgil

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creekmonkey
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put a hat on virgil

Post by creekmonkey » Tue Apr 01, 2008 3:38 pm

I have been attempting to add a hardhat to a player model that can use the virgil player animations. I have decompiled virgil, downloaded other virgil's, universal human, exct. BUT, when ever I try to add a hard hat in milkshape, import a virgil mot animation it screws the animation up. Ive tried assigning the hardhat to existing bones manually, tried using the joing tool, tried adding a bone, nothing seems to work. I would really like to use the existing player animations but also really need to modify virgil slightly. I have been able to do this with universal pawns and there .mot animations.

Is it not possible to do this with the player .mot's? or am I just missing something here??

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bernie
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Re: put a hat on virgil

Post by bernie » Tue Apr 01, 2008 4:38 pm

Until hgt Terry has completed the Equity program you will have to do this the hard way.
1 Import the .bdy file into milkshape that equity produces.
2 add your hard hat and assign its vertices to head by slecting the head bone and then selecting assigned vertices then hloding down the shift key select the hard hat vertices using Left mouse button. then assign vertices again.
3 you will have to rotate the whole mesh and bones so that virgin is face down in the right side view.
YOU CANNOT DO THIS IN THE NORMAL MANNER.
Here is how you do that.
Save as .bdy file
Load into lithunwrap and save as .ms3d
reload the .ms3d into milkshape and resave as .bdy
reload that .bdy in lithunwrap and resave as .ms3d
reload the ms3d into milkshape
keep doing that until he is face down.

Then save as .bdy
open .bdy in astudio and in the animations tag enter *.*
then you point the animations file at your original virgil .act file and it will load ALL of virgils animations.
Build your actor file and it should work.
It is VERY complicated and messy but it does work I have done this sort of thing a few times.
Personally I would wait now until hgt Terry finishes Equity and that should simplify matter no end.

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creekmonkey
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Re: put a hat on virgil

Post by creekmonkey » Tue Apr 01, 2008 4:55 pm

Thanks once again Bernie

The virgil bdy file I used was already face down and in the right direction (i think), all animations work fine untill I add the hat. I was able to make this work somewhat with the universal bot, except when the animations played the seemed to only work for a couple of frames. I will experiment more with the method you described, and hope equity comes soon.

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darksmaster923
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Re: put a hat on virgil

Post by darksmaster923 » Wed Apr 02, 2008 1:07 am

you did assign the vertices of the hat to the bone, right? cause ive done this without problems
Herp derp.

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creekmonkey
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Re: put a hat on virgil

Post by creekmonkey » Wed Apr 02, 2008 12:55 pm

I did......but when ever I assign the hat to the head bone, the animation plays, but the head falls to the ground.

Jay
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Re: put a hat on virgil

Post by Jay » Wed Apr 02, 2008 5:55 pm

Were you in animation mode when assigning the vertices to the bone? It's not a wise idea to do other thinghs when in animation mode. Why i have no clue, but it can mess up milkshape.
Everyone can see the difficult, but only the wise can see the simple.
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creekmonkey
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Re: put a hat on virgil

Post by creekmonkey » Wed Apr 02, 2008 6:52 pm

Nope.....One of the first things I learned when using milkshape was to make sure not to edit model while in animation mode.

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vrageprogrammer
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Re: put a hat on virgil

Post by vrageprogrammer » Fri Apr 11, 2008 11:25 am

Well, I remember what happened the last time :P
It was not Possible to determine the dimensions of the image....

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creekmonkey
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Re: put a hat on virgil

Post by creekmonkey » Sat Apr 12, 2008 6:37 pm

Huh?

Remember what last time?

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vrageprogrammer
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Re: put a hat on virgil

Post by vrageprogrammer » Sat Apr 26, 2008 10:20 am

There's a video I posted a while back.
It was not Possible to determine the dimensions of the image....

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