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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 09-19-2005, 10:55 AM   #11 (permalink)
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did u fix the pivot of it?
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Old 09-19-2005, 09:35 PM   #12 (permalink)
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Okay, I am a dumbass, I frogot to check Export Transform as well. I only checked export geometry, but now it is fixed.

But, heh, I got another problem, this is more advanced.

In my new spree of new models, I made a soldier. I made his own skeleton, cause I plan on making all animation as well now. Well, I made the model & made the bones. I saved the model, deleted the model, & saved as bones & exported. I opened the model, told it to read the skeleton file. Now, I made a quick animation of him throwing his gun in the air, to test it out. The animation didnt run. The code for the unit IS correct, but it is the model. Does anyone know what I need to do for the model, skeleton, & animation that people screw up on easily?

P.S.: I will post a picture of my new tank soon!
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Old 09-20-2005, 06:08 AM   #13 (permalink)
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You have to use the wwskin modifier on your inf. model as well as the spacewarp (that's the name if I'm not completely wrong). Besides that you have to check your export settings. You need to export a skeleton, an animation (when exported linking to the skeleton) and the "skin file" of the actual infantry that binds to the skeleton.
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