new .smd refence
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Re: new .smd refence
Posted by Steel on Sat Aug 21st at 5:40pm 2004


i was working with knare with this and this is what we came up with:

as u can c, its the gordon skeleton and the alien slave arms over it

also, it isnt perfect yet, and were not done with it

and thank u fishy, ur idea worked





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Re: new .smd refence
Posted by fishy on Sat Aug 21st at 6:39pm 2004


no problem.

the 1st time i tried to edit a player model, i moved the skeleton to help fit the skin over it. when i compiled it, it looked like a teleporter accident.

so any time you want to edit a model, whatever you do, don't move the skeleton or you will need to make all new animations for it too.





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Re: new .smd refence
Posted by Steel on Sat Aug 21st at 7:07pm 2004


lol

i did some more work and fitted the arms with the crossbow





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Re: new .smd refence
Posted by Knare on Sat Aug 21st at 10:38pm 2004


fishy u solved this problem
Thank you!

see another model (not that good):
[addsig]




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Re: new .smd refence
Posted by Biological Component on Sat Aug 21st at 10:39pm 2004


That's actually pretty cool.
(the Alien w/ crossbow) [addsig]




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Re: new .smd refence
Posted by Knare on Sat Aug 21st at 10:40pm 2004


its bad and not finished and he doesnt hold it right but the reload is sweet
(wit the magnum) [addsig]




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Re: new .smd refence
Posted by Knare on Sat Aug 21st at 11:00pm 2004


maybe soon ill distributing those .mdl's [addsig]



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Re: new .smd refence
Posted by Captain P on Sun Aug 22nd at 12:41pm 2004


To make the alien hand fit with the weapons better, you might consider editing the mesh itself a bit... the way it is now, it doesn't really look like he's holding the weapon very thight.
[addsig]




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Re: new .smd refence
Posted by Steel on Sun Aug 22nd at 3:55pm 2004


i was wonder if some1 knew how to fix this:

it may look right but when i reload i get

whats wrong?

i added the oppsoing force arms onto the HD rpg

and the original output was the rpg launcher w/ rocket about 5 feet behind the hands, so i moved up the rpg, but not touching the bones

edit

heres the ms3d left view





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Re: new .smd refence
Posted by fishy on Sun Aug 22nd at 5:22pm 2004


you're really not giving enough info for anyone to know where you went wrong, but at a guess, i'd say that you've tied vertices to the wrong joints.

in the ms pic, i can see joints in the arm that wouldn't normally be there, so to make sure that you assign to the right joints, do this;

load up the original v_model_ref.smd that you want to put the new arms on. dont delete the old arms yet.

import the new arms, and place them somewhere that they dont get in the way. positioning them to the same pose as the old arms will help further on.

now click on the 'joints' tab, and select a joint. hit the 'cell assigned' button to find out what vertices are assigned to the joint. this will highlight vertices in the old arm.

now select the equivalent vertices in the new arms, and tie them to the same joint.

do this with each of the joints.

once you've tied all the new vertices to the old bones, move the new arms into position, using the old ones as a guide.

delete the old arms and texture reference, and any leftover groups.

export, overwriting the old ref.smd, and compile.





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Re: new .smd refence
Posted by Knare on Sun Aug 22nd at 6:51pm 2004


is it possible 2 add a joint and not screw the bone structure?




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Re: new .smd refence
Posted by fishy on Mon Aug 23rd at 8:05am 2004


it is, but it's also pointless unless you're going to make new animations too.

if you add a new joint, coming from say the elbow, and tie some vertices to it, then the vertices will move just the same as they would if you'd just tied them to the elbow in the first place.





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Re: new .smd refence
Posted by Steel on Mon Aug 23rd at 7:43pm 2004


heres the soldier arms next to the gordon arms
the new arms have the same exact postion and joint assaignment as the old ones



[sry the pic came out bad]
[addsig]





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