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Originally Posted by Twin Matrix";p="
I want to animate my model so I can use it in BFME, but I don't understand these wired bones. If you load in the w3d files that are already in BFME, you see that one of a series has a model, and the rest some strange wire stuff. I know they're some sort of bones, but if I follow the GMax tutorial, I only get to know how to work with the big, visible bones, and not the wire bones. Does someone know a good tutorial to animating models using the wire "bones" method BFME uses?
Edit: And I can't seem to edit existing models, because they're just one 3D model chunk and not seperate objects that I can transform/add other things to. ; ;
TM
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Ok, firstly, what w3d import script are you using? When you say "wire stuff" what exactly do you mean? Do you mean that there are lots of 4-segment spheres at points you would expect bones to be? Or do you really mean wires? Like its been spline animated? Perhaps a screenshot would help.I have imported balrog and an Isenguard soldier and they both look like any other model from gen/zh, a mesh with a series of bone points.What model in particular are you talking about
As has been stated, it doesnt matter what objects the bones are.Generally speaking, a bone in a game model has no geometry at all, you dont export any geometry for the bone unless you want to see it.All the bone is doing is providing a point to move, rotate, and scale from, and to attach other bones to form a hierachy.You can use any object or combination of objects you like.
Quote:
Originally Posted by Twin Matrix";p="
Found this tutorial. Unfortunately, it shows me how to link an model to bones, not how to create them. *continues to dig deeper*
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I would use the version from this site instead of the original(not because I re-wrote it so people could understand it or anything heh).But yeah, it wont show you how to make bones, but bones can be anything!WHen you export from renx, anything that has "export transform" in the W3d Tools checked is a bone.This is the determining factor on how the game recognises it as a bone, not what you do at creation time.
Quote:
Originally Posted by Sy";p="
Ignore all the stuff in gmax and 3ds tutorials about bones and inverse kenetics (forgets if thats the correct term), bones in BFME are not the same.
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Personally I think you should pay lots of attention to this kind of stuff! It will help you animate things! Bones in the game are jsut a pivot point! You can create that pivot point in Max any way you like! Inverse kinetics and fancy bones and much much more!.