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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 02-13-2004, 05:05 AM   #1 (permalink)
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Default 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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Old 02-13-2004, 05:27 AM   #2 (permalink)
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This would of made a good Private Message. Although it could help people wanting to learn how to animate. So it's cool.
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Old 02-13-2004, 06:33 AM   #3 (permalink)
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Quote:
Originally Posted by tanka
Although it could help people wanting to learn how to animate. So it's cool.
That is why I posted it public
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Old 02-14-2004, 02:47 AM   #4 (permalink)
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Default Re: How an infantry anim work

Quote:
Originally Posted by coolfile
I will spend two days or more to bind it
LOL it takes me 2 minutes to bind all the vertices of an infantry model!!

Also, you seem to feel that making a new model requires new aniamtions? This is not the case, just export it bound to an existing _SKL file.
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