Development > Artwork
Character animations
Origin:
Hi all. I decided to start on some animations before continuing on with the female variations of the new models, but I have a few questions that i hope someone can answer.
I cant figure out how the game determines the point where the model stands on. Is this in relation to the models pivot?
and about model scale, I imported .bip and .fig and assumed that the scale would then be correct for use ingame. is this correct?
Is the tag_floor needed? It doesnt seem to be present by default after importing .bip and .fig though the other tags are there. Should i create one?
Actually I guess I should just try hitting export and see what happens ingame. :P
Mattn:
--- Quote ---I cant figure out how the game determines the point where the model stands on. Is this in relation to the models pivot?
--- End quote ---
the short answer is yes - you should maybe try to import an existing biped max file. and yes - the size does matter ;)
--- Quote ---and about model scale, I imported .bip and .fig and assumed that the scale would then be correct for use ingame. is this correct?
--- End quote ---
yes - the fig and bip were exported from existing max sources from data_source - so they should match (though i have never tried it myself)
--- Quote ---Is the tag_floor needed? It doesnt seem to be present by default after importing .bip and .fig though the other tags are there. Should i create one?
--- End quote ---
See here. the tag_floor is the ground tag that is used to determine the positions of the other tags.
Origin:
trying to start the game after exporting model seems to crash the game. Im not sure what settings i should be using when exporting to md2.
In the Skin box i just put .body is that right?
should i export a specific number of frames?
Is there a specific fps the animation should run at?
what are the "body.mdx" files for?
edit: Deleted the body.mdx file and now it works...
edit2: solved all of the above.
yes
no
no
dont know, but doesnt seem to be needed.
Origin:
Alright im making pretty good progress by now, only missing grenade, item, dual, melee, and death anims.
again there are a few odd things I have noticed.
The old models seem to have a transition animation from standing to crouched. I cant find this in the .anm file though, so my models instantly snap from standing to crouched. Anyone know whats up with that?
Another thing is that weapon fire effects dont come from the weapon, they seem to come from slightly behind the model.
I thought this might be a missing tag (tag_muzzle) but this tag seems to be only needed for weapons, and no change happens.
I really need to know what the .mdx was for, found some info on these boards mentioning them being compiled from the .md2.
I still couldnt find out exactly what they do or how to compile them. I guess this might be related to above issues?
MCR:
Hey Origin.
Great to see you taking on the animation issue also !
Afair the .mdx files are generated to get the tangents & normals of the md2s pre-calculated, but mattn can tell you more for sure. I just remember that there were some problems with normalmapping, lighting & advanced rendering techniques of the md2 models, so arisian & mattn developed the ufomodel tool which magically precalculated the normals & tangents with some kind of rotation matrix & stored this info in the mdx files, but afaik the mdx files have nothing to do with the animation of the models, you can read more about that here:
https://sourceforge.net/tracker/?func=detail&aid=2990488&group_id=157793&atid=805244
The tool to generate the mdx files is ufomodel.
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