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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Using Animations of other Infantry for new Models

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

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Old 02-20-2004, 12:39 AM   #11 (permalink)
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GAH !!!!

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There's an inf tut floating around here somewhere if you want detail but the easiest way I've found is to load the .SKL & .SKN of the old model & modify the existing skin or make the new one fit over the old.

1. Import the .SKN using the .SKL

2. Throw in a Ren Skin. You'll find it on the tool bar on the right

3. Click on the Modify tab & add all the bones you need which should be all but paraman & the between the feet bones (select to get name)

4. Make sure new model is close to same size & position as the old. You may have to resize the man & move the gun to face a certain way

5. Click bind to spacewrap (next to Ren skin on tool bar) Select the ren skin & drag to the model

6. Select all the verticies on the man & hit Auto-Link. Then do the same to the gun but hit link by name & choose Bonegun

7. Now just export using the old .SKL & you should be set
this tutorial is not very clear to me, i am trying to make the stormie use the un trooper animations, (IA) but i dont know where to start

using milkshape (1.7 registerd)
have stormie model and skinned
have the UITUNF_SKN.W3D and UITUNF_SKL.W3D files but cannot import

dont know how to get the damn thing to use the un skeleton, hell i dont know really what your saying to do so....i cant go on.

a little help anyone??
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Old 02-20-2004, 04:15 AM   #12 (permalink)
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Oldfaq wrote a tut about this on gendev, as mentioned above:

http://gendev.origin-network.net/pag...rial/oldfaqtut
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Old 02-20-2004, 03:05 PM   #13 (permalink)
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My tut I made was supposed to be used if you had some but not much experience w/inf. After you look at the other tuts or experimented w/gmax its a lot clearer. If you want I can go into greater detail but like Mithril said oldfaq made the original tut.
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Old 02-20-2004, 06:24 PM   #14 (permalink)
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i believe that i was confused by the tut because your using RenX, and i am not. i tried to use it as a general tut for all programs, but it did not work that way, am i correct?

btw i cannot import a W3D file with milkshape, and will i need RenX to do this?
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Old 02-20-2004, 06:36 PM   #15 (permalink)
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You MUST have renx
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Old 02-20-2004, 06:49 PM   #16 (permalink)
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well i will try the tut now with renX. we will see...
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Old 02-20-2004, 07:06 PM   #17 (permalink)
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BAH! evil, i have an error! it says "No plugin directory was found:3dmax" at the loading screen.
THIS IS BEGINING TO PISS ME OFF
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Old 02-20-2004, 07:07 PM   #18 (permalink)
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Downlaod Gmax
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Old 02-20-2004, 07:08 PM   #19 (permalink)
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i did. i downloaded it all and did what it said
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Old 02-20-2004, 07:19 PM   #20 (permalink)
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Do you also have the renegade editing tools?

Or 3Dmax? gmax is as stripped down version of 3dmax?
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