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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, 08:34 PM   #31 (permalink)
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well damn! i guess if edan can get it to work on his comp he could do it but ....

[edan: leader of IA]
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Old 02-25-2004, 10:13 PM   #32 (permalink)
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Quote:
Originally Posted by key0p
I did some tests with auto link and the ranger and burton.

At first glance the ranger seemed fine, I was really surprised.However upon closer inspection (by setting the min camera height in GameData) I noticed that a bunch of the shoulder vertices were bound to the head..If you play on low detail and never zoom in, then I guess you would never notice with the ranger.

Errors in Burtons arm and shoulder were easily noticeable in default view modes while he was firing.
Whenever you make changes to the mesh of an infantry and try to attach ot to an original skeletal you are most likely going to need to assign vertices to bones manually, you will just have to auto-link then test ingame, cammanding the unit to perform all animations(like build to off your new infanty and have one kill the other, theres two animations) and watch for vertices that dont seem to follow the animation just right and then go back to RenX and find then and then manually attach to which bone you believe is correct, i spent hours doing this, the more drastic the change to the mesh the more time i spend doing this.
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Old 02-26-2004, 12:07 AM   #33 (permalink)
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I did those tests with default models and skeletons.

You can use different models/skeletons for different condition states.Try that instead of spending hours tweaking.
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Old 02-26-2004, 12:40 AM   #34 (permalink)
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Oh.. but there can be so many condition states, I need to familiarize my self with all the states better, cause using different condition states with one unit would be the ultimate customization for infantry and maybe otherr units to.

Unfortunatly if you want to use outside condition states for an infantry, that conditionstate must use the same skeleton that the _SKN was modeled for,
Example if you wanted to use the Damaged conditionstate frrom the pathfinder for the a model that uses the ranger skeleton then when the infantry moves into the damaged state it most likely will screw by delinking some vertices from bones cause pathfinder skeleton is different.
KeyOp's problem as i qouted is is simply the auto-link tool assigned the shoulder vertices to the head bone of whatever sketon he used. he just needs to reassign them manually
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Old 02-26-2004, 01:34 AM   #35 (permalink)
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hehhe thanks but I dont have the problem.Im quite capable of WWSkinning

Ive NEVER used auto-link, Ive always hand linked everything.I only did those tests to illustrate my point.

There is no way that the software has intelligence to know how the user will choose to manipulate the skeleton and mesh.It just appears to link vertices to the nearest bone.

Have a look at the ranger, red guard, or rebel, they use a different model when capturing a structure.
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