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Custom Skeletons? [message #457426] Mon, 10 October 2011 11:41 Go to next message
jlhill17 is currently offline  jlhill17
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Is it possible to make a custom skeleton for Renegade? All of the current skeletons are humanoid, but I want to make one that isn't (a zergling from StarCraft, for example). Is this possible?

[Updated on: Mon, 10 October 2011 11:42]

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Re: Custom Skeletons? [message #457427 is a reply to message #457426] Mon, 10 October 2011 11:54 Go to previous messageGo to next message
NACHO-ARG is currently offline  NACHO-ARG
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dont really know if it is posible to modify bones animations set, but i think you can make a unit move like you want if you made an animation for that and linked it to the skeleton or something and of course you most probably would need to bind the model to the animation and not the bones, though it is just a supposition, hope someone can bring more light to the subject as it is an interesting question.
Re: Custom Skeletons? [message #457429 is a reply to message #457426] Mon, 10 October 2011 12:01 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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I have done it before, its incredibly hard work, you need to create upwards of 100 different animations... but it *is* possible with enough perseverance.

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Re: Custom Skeletons? [message #457430 is a reply to message #457426] Mon, 10 October 2011 12:15 Go to previous messageGo to next message
kamuixmod is currently offline  kamuixmod
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ah, would be nice to have some dogs or zombies Razz

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Re: Custom Skeletons? [message #457462 is a reply to message #457426] Mon, 10 October 2011 18:22 Go to previous messageGo to next message
Canadacdn is currently offline  Canadacdn
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You can do it, if you really want to. But creating an entire set of decent animations without a motion-capture suit is a serious pain in the ass.
Re: Custom Skeletons? [message #457600 is a reply to message #457462] Tue, 11 October 2011 22:43 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Oh, it's not that bad, you've got walks, crouches, runs, jumps, and then 6 different weapon poses for each of those, then you have idles. But for animals it's a lot easier since they don't have different weapon poses.

Re: Custom Skeletons? [message #457826 is a reply to message #457426] Fri, 14 October 2011 11:26 Go to previous messageGo to next message
jlhill17 is currently offline  jlhill17
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Does the game look for specific names for each animation, or can I just specify them in LevelEdit?
Re: Custom Skeletons? [message #457836 is a reply to message #457426] Fri, 14 October 2011 14:23 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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The names are based on the character you use for the skeleton model and follow a specific format. I used to have a document with them all listed but I lost it years ago. Just look in always.dat at the A skeleton and you will see them, but not all of them are necessary.

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[Updated on: Sun, 16 October 2011 01:25]

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Re: Custom Skeletons? [message #457847 is a reply to message #457426] Fri, 14 October 2011 15:52 Go to previous messageGo to next message
kamuixmod is currently offline  kamuixmod
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i think there is a humanoid skeleton already and that would be the chicken?

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Re: Custom Skeletons? [message #457859 is a reply to message #457847] Fri, 14 October 2011 17:38 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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To see what each animation is just go into leveleditor and edit vehicle transition animations, click play and let them loop though, that's how I figured out what each animation was for and then replaced them accordingly.

Re: Custom Skeletons? [message #458000 is a reply to message #457426] Mon, 17 October 2011 10:07 Go to previous message
jlhill17 is currently offline  jlhill17
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I'll try that. Thanks for the tip.
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