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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, 07:41 PM   #1 (permalink)
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Default Animating Generals Infantry in GMAX

How do I do it?

I have made the model and everything and I have all the little bone things now how do I get the model to bend and such as to make the animation, I know about the Animate button and the move it and than move it up one frame and such but the getting it to move that is a problem.
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Old 04-30-2003, 12:36 AM   #2 (permalink)
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ugh.

Are you really wanting to do the hundreds (thousands) of frames of animation to make a NEW infantry?

What do you want it to do the regular ones don't?

To make the mesh move you need to use a WWskin and use the bind to spacewarp function. Inverse Kenetics are needed also.

I'm willing to help you do any and all of the above, but you need to figure out exactly what you are wanting to do.
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Old 04-30-2003, 01:30 AM   #3 (permalink)
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Only thing I could think of is that he wants to make a mutant with more than 2 arms/2 legs
I turned colonel burton into an attack dog for gods sake
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Old 04-30-2003, 03:31 AM   #4 (permalink)
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Quote:
Originally Posted by Henford
Only thing I could think of is that he wants to make a mutant with more than 2 arms/2 legs
I turned colonel burton into an attack dog for gods sake
:lol: :lol: :lol: I was eating when I saw this rofl, now my monitor is pretty fookered :lol: :lol: :lol:
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Old 04-30-2003, 03:34 AM   #5 (permalink)
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The infantry bones are organized in a specific way. Study the track view to get an idea on how the hierarchy is setup:

In general, you start with a projected gravity point at ground level. This is what we call "the parent". From there, you work your way up to the head. This is in essence the "SPINE" or main tree. Then you branch out left and right for arms and legs. The " top" of the limbs bones needs to be attached to either the hipbones or shoulder bones (look up the correct names!!).
one exception is the parachute bone, that needs to be attached to the pelvis bone.

Unlike Tebrey and others, I have yet to make a new infantry, but my approach is not that of making a tutorial for direct in game use.
I'm preparing a technical documenting paper on the Generals infantry bones, but it is not finished yet. It will be ready in, let us say 2 weeks, depending on my amount of free time.

I might add that for your convenience, you might attach a dummy to the end of your IK chain. It makes it easier to animate, on condition you setup your movement constraints on your bones.

example of movement constraints = knees can only bend in one direction and are limited to around 140° to 160° in backward direction.
I hope, you'll quickly realize that making a good, natural working skeleton is going to be a considerable amount of work...and you haven't started animating yet...
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Old 05-01-2003, 06:37 PM   #6 (permalink)
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this is what the unit loos like I think I did a good job on it, also this is the Chinese Assassin (dont really have a good Chinese name for it (like Ninja for Japanese)) the box is the Syntax explosives that he plants and ofcource the sword is for quick slice and dice of enemy infantry.

and I am willing to do ALL 100000! of frames (I know it is not that much) as I have absoutly the dedication and want to do it.

Ok WWSkin? where I get/apply that?
And Inverse Kenetics? how I turn it on.
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Old 05-02-2003, 02:42 PM   #7 (permalink)
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bump
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Old 05-02-2003, 05:50 PM   #8 (permalink)
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sump
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Old 05-02-2003, 11:05 PM   #9 (permalink)
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bump again please someone....
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Old 05-03-2003, 07:57 AM   #10 (permalink)
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.............please
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