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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 07-26-2004, 09:59 AM   #1 (permalink)
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Default Better Infantry Tutorial Then Oldfaq!

Hey people i am doing some infantry shit but i readed the tut of oldfaq and i hate it so much its only about merging infantry animations! and i want to do my own but now iam stuck i got an skaletion of bones but how can i link them on the feets etc and head en knees and arms blablabla.

Maybe coolfire can help me the best cuz all people use standard animations, ops: ops:

[imgl:52b9026395]http://www.fuckyouanddie.com/pics/86467887.gif[/imgl:52b9026395]
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Old 07-26-2004, 11:03 AM   #2 (permalink)
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hey u need to use the wwskin whish is found under space warps in the create tab. once u lay one down select it, then go to the modigy tab. there u'll see somin to select the bones you want to connect to. select all the bones from the list. now up at the top bar of tools thers somin called bind to space warp.

use that to connect the wwskin thing to the mesh as if ur using the link tool. once uve done that select the mesh then go to the modify tab. u'll find that a new set of commands have shown up. then its just a case of selecting the vertices you want and then selecting (from the list of bones) the bones you want to connect it too.

its kinda crap i prefer normal skin or physique but its all that works in generals.

oh and once you've done that DONT edit the mesh or else it resets your selections. also you'll probably find that when u start to move bones that the mesh doesnt move. u have to put it into animate mode first. and even then sometiem the mesh doesnt move on the first frame but it should on all the other frames.
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Old 07-26-2004, 11:26 AM   #3 (permalink)
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Hmmz dunno if this is normal when i warp the wwskin to the model i get this

[imgl:67484d909e]http://www.fuckyouanddie.com/pics/31594713.gif[/imgl:67484d909e]
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Old 07-26-2004, 11:31 AM   #4 (permalink)
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Before doing anything try resetting the Pivot points of all objects in the scene.

Before exporting your new animations, dont forget to export a skeleton with all bones you will need.Then you will export the animations as "Pure Animations", linked to the exported skelleton file.
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Old 07-26-2004, 11:33 AM   #5 (permalink)
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That's what the Red Guard skl? My advice is to use a different skeleton like say the pathfinder one because you have more joints. This allows one to animate easier. Take a look & you'll see what I mean.
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Old 07-26-2004, 11:40 AM   #6 (permalink)
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yeah b4 connecting the wwskin to the mesh (this only sometimes happens) you'll need to reset the pivot points. i find the easiest way to do this is to go to the utilities tab and then select reset xform. click on that. that should reset it fine but sometimes you get nack ups, mainly the faces becoming inverted, but this is simple to correct. once you've reset xform if the faces have been inverted then go either;
1. go to the modifier panel and collapse the xform part (done by right clicking this is not the same as deleting it), then select all the faces and invert them, and then just reset xform again.
2.or select all the faces and invert them.
the first usualy works better. after doing this u will need to collapse the xform in the modifier stack cos the xform yellow box thing is annoying.

right from there on it should be ok. plus are u making your own bones or are u uses existing ones, cos a full tutorial on setting up bones would be good plus a little somin on IK. which by the way never put on arms!!!!
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Old 07-26-2004, 11:47 AM   #7 (permalink)
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Thanks Trex for the tip i have now the pathfinder skaletion and now i go read the txt of scythe
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Old 07-26-2004, 11:56 AM   #8 (permalink)
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yeah u can use the pathfinder skeleton but once u done that try make your own one. its very good for practise, plus i find i can manipulate bones that i've set up alot easier than ones someone else made for me.

this is an example of homemade bones.

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Old 07-26-2004, 12:13 PM   #9 (permalink)
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Okey you say Invert it but where?i can't find it when i collapse all i get only the modifi mesh in my list
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Old 07-26-2004, 12:47 PM   #10 (permalink)
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yeah thats whats meant to happen when u collapse all. has it inverted the polygons??? right if it has then open the mesh edit bit select polygon select all the polygons and it should be some where in the list of options you get. its called flip and it should be under surface properties next to unify and above the smoothing groups.

hey im wanting my name in this tutorials..lol
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