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
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
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.

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
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.
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.

