21 steps to add virgil's skeleton and motions to your actor
Posted: Sat Oct 18, 2008 6:02 pm
For this you will need Equity v5.0.2 or greater and Milkshape
1 Load virgil into Equity.
3 Select the milkshape box in the Viewer (it will turn Yellow)
2 Press Edit Actor position in the viewer
3 Enter 270 in the Enter values Rotation X position box (This will make the actor rotation correct in RF and also make it easier to work with in Milkshape).
4 Press Update then ok.
5 Export milkshape all the motions will also be saved (you will need them for your new actor).
6 Export milkshape Bones (only).
7 Close Equity.
8 Open Milkshape
9 Go to joints tab and make sure Show Skeleton is ticked
10 Open your VirgilBones.ms3d
NB: Do NOT AT ANY TIME MOVE OR SCALE THE SKELETON OR YOU WILL SCREW UP ALL ANIMATIONS.
11 Merge your new mesh.ms3d
12 Make your MESH fit the skeleton by scaling and altering the MESH (NOT THE SKELETON).
13 Assign the Vertices to skeleton.
14 Add your textures.
15 Save the new ms3d file in the same folder as the textures of your new mesh.
16 Close Milkshape.
17 Open Equity
18 Import the Ms3d file you saved from milkshape
19 Add the motions.
20 Save your Actor file (File -> Save Actor As).
21 Close Equity and add your new actor to RF (your new actor should appear without having to alter the actor rotation).
1 Load virgil into Equity.
3 Select the milkshape box in the Viewer (it will turn Yellow)
2 Press Edit Actor position in the viewer
3 Enter 270 in the Enter values Rotation X position box (This will make the actor rotation correct in RF and also make it easier to work with in Milkshape).
4 Press Update then ok.
5 Export milkshape all the motions will also be saved (you will need them for your new actor).
6 Export milkshape Bones (only).
7 Close Equity.
8 Open Milkshape
9 Go to joints tab and make sure Show Skeleton is ticked
10 Open your VirgilBones.ms3d
NB: Do NOT AT ANY TIME MOVE OR SCALE THE SKELETON OR YOU WILL SCREW UP ALL ANIMATIONS.
11 Merge your new mesh.ms3d
12 Make your MESH fit the skeleton by scaling and altering the MESH (NOT THE SKELETON).
13 Assign the Vertices to skeleton.
14 Add your textures.
15 Save the new ms3d file in the same folder as the textures of your new mesh.
16 Close Milkshape.
17 Open Equity
18 Import the Ms3d file you saved from milkshape
19 Add the motions.
20 Save your Actor file (File -> Save Actor As).
21 Close Equity and add your new actor to RF (your new actor should appear without having to alter the actor rotation).