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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Can someone tell me if im doing this right?

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

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Old 11-07-2005, 01:05 PM   #1 (permalink)
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Default Can someone tell me if im doing this right?

And if im not doing this right, can someone help me out a bit? I am really anxious to add infantry to my mod, but everytime i get down to binding the little spacewarps, something always goes wrong and the model might have extra long stretched arms or something. Someone told me that I may just be binding them in the wrong places, so i posted these images. Can you check em and tell me if I did them right. Help is gratefully appreciated...




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Old 11-07-2005, 08:00 PM   #2 (permalink)
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Post images of how the model distorts after binding.
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Old 11-08-2005, 05:00 AM   #3 (permalink)
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The back of the sholder should be binded to the spine, not the sholder bone. Also be careful not to bind any shoulder vertecies with the head.

The waist and front groin area should be binded to the AIRNGR[k] bone, and the buttocks and knees binded to the thighs.

The DUM MVR, as probably suggested in the naming, is mearly a dummy bone for world placement and never should be part of your WWSKIN bonelist.

If you're still getting deformations, post a pic of it
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Old 11-08-2005, 05:14 AM   #4 (permalink)
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Wrist verts are not bound to the hand bone either, they go with the forearm.Verts at the back of the foot are bound to the calf bone.If you think about how the mesh will deform, when you bind the wrist and ankle verts to the hand and foot, where they join the forearm and calf will squash very thin when the hand and foot rotate.

The only vert I can remember that gets bound to AIRNGR is a single groin vert at the front.The ranger has two spine bones right?(Havent got any of this stuff installed to check) the rest of the body verts should be bound to them.You can check them all with WDump or by making single bone animations.

I assume if hes getting bad stretching then its skeletal export rather than bind issues.
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Old 11-08-2005, 05:23 AM   #5 (permalink)
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I really should get this tut finished one day
KeyOp, will you ever log into msn?
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Old 11-08-2005, 07:27 AM   #6 (permalink)
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killa I sent you a PM
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Old 11-08-2005, 08:16 AM   #7 (permalink)
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got it
Fair nuff.
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Old 11-08-2005, 06:50 PM   #8 (permalink)
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Here, i post a pic of what happened to my black lotus...and later i post pic of what happened to my reskinned ranger:




It seems I always have problems when it get to the arms, wrist, and shoulders, everything is usually fine...
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Old 11-08-2005, 07:00 PM   #9 (permalink)
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Looks like skeletal issues to me.

Do you change any of the bones position/rotation in gmax? Are you making sure to export the model using the correct reference skeleton?

You know you can check your models/animations etc in W3d viewer without having to load up Gen/ZH? This also gives you the advantage of going through animations frame by frame.
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Old 11-08-2005, 08:14 PM   #10 (permalink)
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Yea, i use the reference skeleton, and i also rotate bones, dont move them with the select and move button,


thanx for the tip on that, i never knew that...


so do you know where the problem lies? like i said, it seems the arms stretch behind her head...
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