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Guest
01-02-2003, 08:32 PM
Hi guyz, I Maddieman (you'll remember me as I explain the case images/icons/smile.gif )

My current goal is the following, get a 3D model (skeleton and animation) of a spider in a MaxPayne mod.

I've start to play with the "database" of the engine, using the rat and changing names and properties, but it seems hard to get everything working at the same time, and from errors to errors message, I'm a bit discouraged...

Who could help me out with this issue???

Maddieman told me in an email, that so far, the only known (except from Remedy...) to has created a fully brand new skeleton from scratch was the "Lead" of the lightsaber team...

Thanks! ;-)

Guest
01-02-2003, 08:39 PM
So far I got that:

http://evolution.paynereactor.com/tutorials/actor-fx2/Untitled%20Document.htm ( http://evolution.paynereactor.com/tutorials/actor-fx2/Untitled%20Document.htm)

Which is about getting from Max 3.1 to ActorFX...

Maddieman
01-03-2003, 07:34 AM
Maddieman told me in an email, that so far, the only known (except from Remedy...) to has created a fully brand new skeleton from scratch was the "Lead" of the lightsaber team...
<font size="2" face="Verdana, Arial">...I think. images/icons/smile.gif

A few other people have made new skeletons, but as far as I can tell; I've yet to see anything new in-game.

It would be useful to find out what you've got working so far, and what you have not got working. If I understand it correctly, have you got everything done up to the tutorial that you linked?

In that case you need to load it into either actorFX or Milkshape in order to create a skd file. After that, it's just a case of re-animating it.

Also, like I said before, it depends on the scope of your project. To what extent do you want to get it to work? There are shortcuts that can be taken if you don't need certain things - like being able to shoot the spider(s).

HairlessWookie
01-06-2003, 03:37 AM
What are your error messages? And what exactly have you done thus far with the skeleton and skin? Which program did you create your skeleton in? 3dsmax or milkshape?
One thing I've found during my long trial and error period with the skeletons (the main thing) is that the bone names and hierachy (parent->child) must match for the pose and the collision....And the bone names must match the .skd file as well.
If you are using milkshape, you cannot export a proper collision mesh. (unless milshape has fixed that yet)