Does anyone have the Default player skeleton?
by AllynMcelrath · in Artist Corner · 08/03/2005 (7:09 pm) · 5 replies
I have tryed many times to pull it out of the .max file. But im not a max user, i use lightwave, and there seems to be a big diffrence between the two.
All i realy need it the default "Vanilla" skeleton that the orc that is allready in the game uses. If you could supply this to me in lightwave form i would be your new best friend.
Side note:
I know that technicaly i can use my own bones, but i just wish to use the basic stuff first. Any any documentation i can find on the subject is for 3ds. I have 3ds but i just wish to avoid the confusion of learning a new app.
When i did use the trial version of 3ds to atempt to get somthing i could use out of the .max file, It came up with errors, saying that this file type was to old. It still loaded it, and i resaved it as a .3ds, but when i took it into lightwave, many many bad things seemed to some with it. And all bones from 3ds (i assume) Were changed or treated as meshes...making them compleatly unuseable to me.
All i wish to do at this point is use the basic skeleton that Torque is allready using, and place my own mesh over it, just untill i understand more.
Also, I did find somthing that had the names of the bones, but they were not very clear as to if this was the defuilt skeleton names or not.
I found this at http://www.garagegames.com/mg/forums/result.thread.php?qt=28843.
Any help would be welcome, and the file directley would be better.
Thanks.
All i realy need it the default "Vanilla" skeleton that the orc that is allready in the game uses. If you could supply this to me in lightwave form i would be your new best friend.
Side note:
I know that technicaly i can use my own bones, but i just wish to use the basic stuff first. Any any documentation i can find on the subject is for 3ds. I have 3ds but i just wish to avoid the confusion of learning a new app.
When i did use the trial version of 3ds to atempt to get somthing i could use out of the .max file, It came up with errors, saying that this file type was to old. It still loaded it, and i resaved it as a .3ds, but when i took it into lightwave, many many bad things seemed to some with it. And all bones from 3ds (i assume) Were changed or treated as meshes...making them compleatly unuseable to me.
All i wish to do at this point is use the basic skeleton that Torque is allready using, and place my own mesh over it, just untill i understand more.
Also, I did find somthing that had the names of the bones, but they were not very clear as to if this was the defuilt skeleton names or not.
I found this at http://www.garagegames.com/mg/forums/result.thread.php?qt=28843.
Any help would be welcome, and the file directley would be better.
Thanks.
#2
Is what Confused me, it seems like they were talking about the 3d Character Studio biped.
Not the avatar in the game (and/or Default player skeleton).
Unless they are one in the same.
08/03/2005 (7:43 pm)
"Character Studio biped used in the sequences"Is what Confused me, it seems like they were talking about the 3d Character Studio biped.
Not the avatar in the game (and/or Default player skeleton).
Unless they are one in the same.
#3
Ok then.
So, what about the inital position of them? or does it not matter as long as the names are the same?
08/03/2005 (7:44 pm)
Ah, ok, thats you =)Ok then.
So, what about the inital position of them? or does it not matter as long as the names are the same?
#4
Having the correct naming convention is the easy part, it's the joint alignment that is tricky. MODing of an existing skeleton in another program.
08/03/2005 (7:55 pm)
The skeleton needs to be in the exact position of the Scene Root[the way it's posed before animation]. The default rifle holding at waist pose, if not, then the sequences may load, but not run correctly, visually. It also has to have it's joints in the exact locations and orientations as that pose, or same results. It's easiest to attach a new mesh to a pre-existing skeleton.Having the correct naming convention is the easy part, it's the joint alignment that is tricky. MODing of an existing skeleton in another program.
#5
Ah well, i guess i need to make a new root pose and a set of animation bsed off of that. I was hoping to avoid this, im no coder.
I just wanted to work on the modling side of the player with out having to try to understand or even touch the code side of it all.
So, basicly i need to make a whole new set of animations,mesh and bones, from the ground up... Talk about jumping in with boath feet..
PS:Nice link but i only use lightwave, im not one to use 5 programs to do one thing and "muddy" the file. Each time you pass somthing between programs you add about a 70% chance of somthing not carying over. I would rather keep my varables down when trying to find out what went wrong..
As far as "Its easeyist to attact to a pre-exisitng..." Thats what i wanted to do, But i cant get it out of 3ds max. Max seems to treat bones as meshes, or atlest thats what light wave thinks they are. In light wave they are not, they are a compleatly thing.
Thanks for your quick responces.
08/03/2005 (8:09 pm)
So, Im still in the same boat?Ah well, i guess i need to make a new root pose and a set of animation bsed off of that. I was hoping to avoid this, im no coder.
I just wanted to work on the modling side of the player with out having to try to understand or even touch the code side of it all.
So, basicly i need to make a whole new set of animations,mesh and bones, from the ground up... Talk about jumping in with boath feet..
PS:Nice link but i only use lightwave, im not one to use 5 programs to do one thing and "muddy" the file. Each time you pass somthing between programs you add about a 70% chance of somthing not carying over. I would rather keep my varables down when trying to find out what went wrong..
As far as "Its easeyist to attact to a pre-exisitng..." Thats what i wanted to do, But i cant get it out of 3ds max. Max seems to treat bones as meshes, or atlest thats what light wave thinks they are. In light wave they are not, they are a compleatly thing.
Thanks for your quick responces.
Torque Owner Rex
BrokeAss Games