Hey everybody!
I'm currently a coder/animator for Siege_MW. I appear to be the last member of the team to find this place! I am looking for info on importing new player models into the game (specifically skinning them so we can apply animations)
Through a combination of Archi's tutorials, screwing around with code, and heavy swearing, I have managed to get myself to an acceptable level of technical proficiency with animations. However, this is the one thing that has eluded me.
I get the basic idea and I've already found one (hopelessly vague) tut on the subject, but I'm looking for something with a little more detail. Archimonde said he might make one a while back (it would be awesome if he did...), but does anyone know of anything else?
Cheers,
Erwin
Know any good tutorials for .skn files?
Re: Know any good tutorials for .skn files?
Hey man, welcome!
Im not the one to answer this but hopefully some help is around...
Im not the one to answer this but hopefully some help is around...
Re: Know any good tutorials for .skn files?
Well, I'm also good with animations now thanks to the archi-tuts, but I never fiddled with changing the skn files actually.
Did you take a look at the max examples that come with the BFMDT? There are some skn-models in there (3p Russian Soldier, I use that buddy now to tune my animations, way easier than just working with the bare skeleton)
Did you take a look at the max examples that come with the BFMDT? There are some skn-models in there (3p Russian Soldier, I use that buddy now to tune my animations, way easier than just working with the bare skeleton)
- MR PINK BALLS
- Posts: 267
- Joined: Sun Oct 18, 2009 4:01 pm
Re: Know any good tutorials for .skn files?
If you have xfire,shoot me a message archi taught me how im still allilte patchy but I can give u some help,for the sake of the forum,you have to apply a "skin",modifier,before that you need to position the mesh and the skeleton properly,one you do that,and u got ure skin mod,you have to select verticies for each part of the mesh and use the weight table to weigh them downerwin rommel wrote:Hey everybody!
I'm currently a coder/animator for Siege_MW. I appear to be the last member of the team to find this place! I am looking for info on importing new player models into the game (specifically skinning them so we can apply animations)
Through a combination of Archi's tutorials, screwing around with code, and heavy swearing, I have managed to get myself to an acceptable level of technical proficiency with animations. However, this is the one thing that has eluded me.
I get the basic idea and I've already found one (hopelessly vague) tut on the subject, but I'm looking for something with a little more detail. Archimonde said he might make one a while back (it would be awesome if he did...), but does anyone know of anything else?
Cheers,
Erwin
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- Posts: 18
- Joined: Wed Dec 16, 2009 9:02 am
Re: Know any good tutorials for .skn files?
Thanks everyone!
Actually I didn't know about that. That is very, very useful.Senshi wrote:Well, I'm also good with animations now thanks to the archi-tuts, but I never fiddled with changing the skn files actually.
Did you take a look at the max examples that come with the BFMDT? There are some skn-models in there (3p Russian Soldier, I use that buddy now to tune my animations, way easier than just working with the bare skeleton)
I'll shoot you a message later today. I need to get max working first.MR PINK BALLS wrote:If you have xfire,shoot me a message archi taught me how im still allilte patchy but I can give u some help,for the sake of the forum,you have to apply a "skin",modifier,before that you need to position the mesh and the skeleton properly,one you do that,and u got ure skin mod,you have to select verticies for each part of the mesh and use the weight table to weigh them down
- Apache Thunder
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Re: Know any good tutorials for .skn files?
Yep. I've meddled around with this as well. Only untill recently did I find a better way of skinning vertexes. Before, I simply changed the vertex weights with the "radius" setting for each bone. But that is a messy way of doing it. Now I found out how to select all the vertexes individually and now I have good control over how my mesh should be skinned.
It also helps to have the view port in wireframe mode while you do it.
It also helps to have the view port in wireframe mode while you do it.
I have cameras in your head!
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Re: Know any good tutorials for .skn files?
Quick update:
I've got a low-poly "boxman" model rigged up in max so that the model moves when the skeleton moves. It actually looks pretty sweet, for a low-poly model. However, I've had trouble importing this into the game. The result is a very spikey grey ball of madness.
Is there a trick to exporting the .skn file or somesuch? I feel like I'm blindly walking around here.
I've got a low-poly "boxman" model rigged up in max so that the model moves when the skeleton moves. It actually looks pretty sweet, for a low-poly model. However, I've had trouble importing this into the game. The result is a very spikey grey ball of madness.
Is there a trick to exporting the .skn file or somesuch? I feel like I'm blindly walking around here.
Do tell. I did it for the boxman by opening up the table of vertices/weights and manually entering values. How do you do it?Apache Thunder wrote:Before, I simply changed the vertex weights with the "radius" setting for each bone. But that is a messy way of doing it. Now I found out how to select all the vertexes individually and now I have good control over how my mesh should be skinned.
- MR PINK BALLS
- Posts: 267
- Joined: Sun Oct 18, 2009 4:01 pm
Re: Know any good tutorials for .skn files?
if you set all the verticies to 1 then,you get a ball.you have to use skin modifier with the weight table.