Renegade Dog [message #204330] |
Sun, 18 June 2006 00:42 |
|
GrayWolf
Messages: 214 Registered: March 2006
Karma: 0
|
Recruit |
|
|
I am working on a dog for renegade... I modded the male bones for him so he would run like a dog and do everything like a dog. However when I try to use the dog in the map it is obvious that he is still using the regular man skeleton. Is it possible and how do I make it so my dog uses the bones I made for him.
I made bones for him to follow, you know like S_A_Human well I made one like that but for a dog.
BTW I am not the artist responsible for this dog.
Any ideas?
Some of my renegade stuff.
[Updated on: Sun, 18 June 2006 00:43] Report message to a moderator
|
|
|
Re: Renegade Dog [message #204331 is a reply to message #204330] |
Sun, 18 June 2006 00:48 |
|
danpaul88
Messages: 5795 Registered: June 2004 Location: England
Karma: 0
|
General (5 Stars) |
|
|
you have to export the skeleton as S_E_Human (afaik the first letter not already used by renegade models).
Then export the animations as h_e_a0a0 etc, using export using existing skeleton option, and pointing to the skeleton you exported.
The actual model should be exported with the existing skeleton option as well, EG dog.w3d
EDIT: btw, using this method you can use a completely different set of bones to those used by the renegade models if you want, or add extra ones such as one for the tail...
[Updated on: Sun, 18 June 2006 00:49] Report message to a moderator
|
|
|
|
|
Re: Renegade Dog [message #204342 is a reply to message #204333] |
Sun, 18 June 2006 05:03 |
|
danpaul88
Messages: 5795 Registered: June 2004 Location: England
Karma: 0
|
General (5 Stars) |
|
|
GrayWolf wrote on Sun, 18 June 2006 08:51 | Wow that answered all my questions!!! Even ones I did'nt even ask yet! Thanks!
Edit: Just came up with another question. Ok so lets say I animate the tail how to I tell the engein when to make it wag?
For example how does the game know to use the legs moving animation when the guy is running?
|
Well thats why creating your own animations is hard, you have to manually create every single animation needed. If you miss any those actions default back to the animations for the s_a_human skeleton.
Here's a few to get you started, I didn't get around to doing the weapon ones yet. You have to create your own animations for all of these, and this is just a few of them... I went through always.dat trying to pinpoint which animations did what. These are just some rough notes I did on notepad, don't know how accurate they are.
Empty Hands
h_e_a0a0 - Idle
(Running)
h_e_a0a1 - Running
h_e_a0a2 - Run Backwards
h_e_a0a3 - Strafe Left
h_e_a0a4 - Strafe Right
h_e_a0a5 - V.Slow Walk Left (?)
h_e_a0a6 - V.Walk Walk Right (?)
(Walking)
h_e_a0b1 - Walking
h_e_a0b2 - Walk Backwards
h_e_a0b3 - Strafe Left
h_e_a0b4 - Strafe Right
(Crouching)
h_e_a0c0 - Idle
h_e_a0c1 - Move Forwards
h_e_a0c2 - Move Backwards
h_e_a0c3 - Strafe Left
h_e_a0c4 - Strafe Right
h_e_a0c5 - V.Slow Walk Left (?)
h_e_a0c6 - V.Walk Walk Right (?)
h_e_a0d# to h_e_a0l#
These appear to be animations for transitioning between Run, Jump, Walk and Crouch, and other misc. items
h_e_a0j# are the jump animations
h_e_a0a0_### are loiter files and other misc animations
h_e_### appear to be death animations and damage taken animations. h_e_6## are the death ones. Also includes ladder animations.
Holding Weapon at Chest
h_e_b0a0 - Idle
(Running)
h_e_b0a1 - Running
h_e_b0a2 - Run Backwards
h_e_b0a3 - Strafe Left
h_e_b0a4 - Strafe Right
h_e_b0a5 - V.Slow Walk Left (?)
h_e_b0a6 - V.Walk Walk Right (?)
(Walking)
h_e_b0b1 - Walking
h_e_b0b2 - Walk Backwards
h_e_b0b3 - Strafe Left
h_e_b0b4 - Strafe Right
(Crouching)
h_e_b0c0 - Idle
h_e_b0c1 - Move Forwards
h_e_b0c2 - Move Backwards
h_e_b0c3 - Strafe Left
h_e_b0c4 - Strafe Right
h_e_b0c5 - V.Slow Walk Left (?)
h_e_b0j# are the jump animations
h_e_b0c6 - V.Walk Walk Right (?)
When your done with them all your LE folder might look something like this - note I used D instead of E, but later I found out that mobius (with powersuit) and perhaps other models use this letter, so don't use D unless you want to mess up mobius ;);
-
Attachment: ss_4.jpg
(Size: 127.27KB, Downloaded 508 times)
[Updated on: Sun, 18 June 2006 05:07] Report message to a moderator
|
|
|
|
|
|
|
Re: Renegade Dog [message #204387 is a reply to message #204330] |
Sun, 18 June 2006 14:19 |
|
I dont think it matters because its just replaying the animations over and over again. I think youd just want the steps right so hes not moon walking.
HORQWER wrote on Tue, 18 September 2007 20:47 | this is not a real renegade forums ,some one made it up
|
Renegade Forums - Official Drama Perpetuator.
|
|
|
|
|
|
|
Re: Renegade Dog [message #206695 is a reply to message #204330] |
Wed, 05 July 2006 18:29 |
|
Jerad2142
Messages: 3811 Registered: July 2006 Location: USA
Karma: 6
|
General (3 Stars) |
|
|
Okay for starters your dog is all stretched out because of an occasional glitch that happens when you do WW Skin Binding in RenX just redo the linking to the bones.
Also the run animations must be the same length as the soldiers run animations beings renegade speeds up or slows down the animation depending on how fast a charter is moving.
If you still have questions e-mail me at
Visit Jerad's deer sweat shop
[Updated on: Wed, 27 July 2011 13:04] Report message to a moderator
|
|
|