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Actor's bone system
Posted: Wed May 30, 2007 7:40 pm
by Jaguar_jwg
I imported a bdy file of Virgil in MilkShape. The boning is done a little different to mine. Could someone explain the purpose of the bones in the face and behind the neck. I notice they drop to the floor when the character animates. Is this some sort of alignment system?
Posted: Wed May 30, 2007 10:42 pm
by Spyrewolf
there really is no set skeletal system, you can create any skeleton you wish, however if you want to import pre-exsisting .mot files (animations) you will need to import the skeleton. milkshape has the tools required for decomiling .acts
you can then import a skeleton from there.
say you like a set of .mot's from virgil. you will need to import his skeleton to you mesh. then go from there. however if you use these skeletons, you can not move or resize it in any way (you have to match you mesh to the rig.) if you do the animations will end up with twisties. (distort and twist up)
hope this helps
Posted: Thu May 31, 2007 1:13 am
by Voltare
get an older version of milkshape!!!!!you are going to have serious problems exporting .mots from the newer ones.
Posted: Thu May 31, 2007 2:27 am
by Spyrewolf
what really?!?! ah crap i'm using a later one, how recent are we talking here. gonna have to check this.
Posted: Thu May 31, 2007 7:21 am
by Voltare
I'm sayin at least 1.74 version.....when it went to 1.79, it started crapping out on me......Here's a test to see if the newer versions will work-----try to decompile a .act model, then try to import the .mot....then press anim.
Posted: Thu May 31, 2007 8:17 am
by Jaguar_jwg
Thanks
Posted: Thu May 31, 2007 10:17 am
by Spyrewolf
ah hang on, are you sure, it's not the decompile feature. that buggered way back when, for certain anims, i'll try a test later to see, and let you know the results to this.