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MOHAA bones...

Posted: Fri Oct 17, 2003 10:12 am
by Kallak
Hello all,

((before I get into this, I want to say that I'm relatively sure I know what I'm talking about, but not completely. so, if I'm mistaken in something that I'm doing, please let me know so I can get back on the right track))

~~~

Can someone please post (either directly or via link) a list of some or all of the bone names for MOHAA models (characters anyway).

I am in the process of working on a mod for modern tactical units (yeah, I know everyone and thier brother has done this to death already, but I'd like to have one that I made), and I exported a test helmet into MOHAA via Milkshape 3D (Thanks to Scorpio's plug - he is the man).

Anyway, I didn't know the bone name to attach the helmet to the character's head, so when it went in-game, it was on the ground beneath the characters feet.

Anyway, if I can get the bone names and whatnot, I can get it into the right spot.

Thanks,

Kallak

Posted: Fri Oct 17, 2003 10:43 am
by Jack Ruby
Hi there, I'm jealous, you got a helmet into the game :)

I cant get anywhere yet except to make an .skd, from there I am lost for now.

Theres a lightray forum, I know its not milkshape but the bones part must be the same for all progs I assume, you can find the bone stuff here..

http://www.sxcreations.com/phpBB2/viewf ... a03e7f3c8a

Posted: Fri Oct 17, 2003 11:55 am
by Kallak
Hi Jack Ruby,

Much thanks for the link man. I'm not sure if I found precisely what I was looking for, but I did find this:

http://www.duncanweir.co.uk/lr3d/skeleton.txt

Using the "Bip01 Head" bone name that I found there, my helmet is now connected to the guy's head. YAY!

Now, I just need to figure out why it's connected to the side of his head and hanging sideways. lol. My guy looks like he's got a huge and ugly wart on his left temple. At any rate, I'm closer than i was before.

Thanks to you for the initial link, and thanks to Scorpio for being the guru that he is and posting that document.

Kallak

Posted: Sat Oct 18, 2003 8:50 am
by Kallak
Figured I'd post an update of sorts since I was browsing the forums here. I've managed to get my helmet resting on top of the character's head where it belongs.

While I originally figured that the position of the helmet was based on it's rotation degree and proximity to the bone in question, it actually turned out to be the rotation degree and location in the Milkshape space itself (at least as near as I can tell anyway).

An odd discovery, but still a welcome one. Now I just need to ditch the half-sphere test subject and model the real helmet.

Thanks again for all the help.

Kallak

Posted: Mon Oct 20, 2003 10:19 am
by Mainframe
yeah thats good stuff man .... im trying to get a helmet in game ..... lr3d will be downloaded as soon as possible : P ... but i have no idea how do the animations lol ... jack i think im more lost then u holms

Posted: Wed Oct 22, 2003 12:29 am
by Kallak
I must say that after getting LR3D set up, I can see why it's the favorite for MOHAA modellers. I got the MOH plug and imported a few MOHAA .skd files so I could see how they are set up and it was VERY informative.

I saved a LR3D file of just the MOHAA skeleton so from now on I can just start from there and build what I want straight on. I'm not completely sure, but I can imagine that that's the standard.

As far as LR3D itself, it's probably my inexperience, but I wish I had the same import/export functionality with Milkshape. I seem to be better at modelling with it.