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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 04-29-2003, 07:26 AM   #1 (permalink)
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Default Bones document...

By increasing the compression ratio on the jpg's I've managed to get file size down, so i can attach it to my posting now.

This is to be considered a start, not a finished paper.
I didn't have time to look through all the infantry yet, so some surprizes might popup.

I'd love to get feedback and comments. Things can only get better by it !
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Old 04-29-2003, 08:44 AM   #2 (permalink)
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looking cool, ill sure save this when im gonna try and animate my infantry models

you write how EA's models are compensated right? cause how you name your files and such is up to yourself, you need to define everything in INI anyways
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Old 04-29-2003, 10:04 AM   #3 (permalink)
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Although I haven't tried it out yet, I suspect that you can indeed invent your own naming system, but you'll have to make damn sure it corresponds with what you've put in the ini's.

I think it is safer to stick with the original naming philosophy. It certainly will decrease the chance of writing errors.

It is in that perspective I've chosen to investigate the existing name extensions, to help understand the complete picture.

I did stumble upon some very odd things however that will need further pondering:
When using the w3d importer, it assigns vertices to the appropriated bones by means of a "meshselect - linked xform" modifier combination.
This is an obvious choice, as through the meshselect you choose the vertices on your meshobject and through the linked xform, you tie them to the movement/rotation of the bones.

However, if you delete or disable those, your initial mesh gets totally fubared, which is NOT logical. :tard: :tard: There is either something wrong through importing or there is something that eludes me... :S

Anyone of the modellers onboard here that can explain that?
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Old 04-29-2003, 01:44 PM   #4 (permalink)
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My guess is that the importer programmer decided on that method.. much like they all use IK bones for bones when in a lot fo cases those are anoying for pivots...

When setting up infantry and what not for w3d you've gotta use a space warp called "WWSKIN" to bind the verts to the bones. I can only guess that when reverse engineered via the importer odd things happen since it's a space warp rather than a normal modifier.
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