How an infantry anim work
An infantry anim works with 3 w3d files: skin, skeleton and anim. In skin file, each vert is linked to a bone which is in skeleton file. In anim file, there are motions of the bones.
If you gave me a model with bones, It would be a easy job. But you made a wholly new one without bound bones. It cost much time to bind it. Auto-Link is a doable way. However, would you like to accept an inexact result?
Your answer is
Yes. - OK, let's go on. I will spend two days or more to bind it and one day to make the anims.
No. - The easiest way to make a new infantry model is to change the texture, but not model. If you want to go further, just replace the weapons and accessories, dont touch the skin mesh.
BTW, since the w3d importer cannt import all attribs and create a gmax model with full function (such as binding mesh with bones). I prefer modifying the skn.w3d file directly. I am trying to make a program to do this job, but not finish yet. So, I have to do it manually.
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