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Creating bones in MS
Posted: Sun May 16, 2004 9:23 pm
by Krane
I have a model in MS...I know how to create bones...Now I need to know a list of the bones part (head, spines, hand, etc..) that MOHAA uses...
Will I be able to export later, or MS will complain?
Posted: Mon May 17, 2004 11:33 am
by mohaa_rox
for weapons, u just need basically 3.
origin, which is the main bone for all children bones and skins. this bone must be placed at (0,0) coordinates.
tag_barrel, a child bone of the origin. used for muzzle flashes, i.e. to place at the barrel of the gun
tag_eject, a child bone of the origin. ejects bullets out, just as the name suggests.
there's some tutorials on how to export with milkshape, but since i use lightray, i dunno about ms.
Posted: Mon May 17, 2004 11:45 am
by jv_map
If I'm correct MS won't export bones correctly
However, though bones can be convenient, you can do without em as long as you don't need moving parts

Posted: Mon May 17, 2004 2:19 pm
by mohaa_rox
u need bones to attach the models correctly. but ms can export as .skl, then using the sdk, convert to skd. scorpio and others have done it before
Posted: Mon May 17, 2004 3:59 pm
by Krane
Cool, thanks.
Excellent info, mohaa_rox, about the weapons bones

!
But what about a human models? I wanna know how much spines it uses, if there's bones for fingers, if the feet have 1 or 2 bones, etc..
Posted: Tue May 18, 2004 11:53 am
by mohaa_rox
humans bones are real complicated. for a standard player model, there are only a few, beginning with BIP. they are used to attach custom models for player models.
another type of human bones which i commonly use is the first person bones. this includes the hands which have fingers, clavicles, arms etc which i use to create new animations.
Posted: Tue May 18, 2004 3:26 pm
by Krane
Where can i find a list w/ all the BIPs?
Txs again

!
Posted: Sun May 23, 2004 7:50 pm
by Krane
Ok, I have the model and the bones. I exported in MS, but it creates only 1 animation. Is there a way to import the animations from a mohaa model?
Posted: Mon May 24, 2004 9:58 am
by mohaa_rox
use the skcs
Posted: Mon May 24, 2004 3:26 pm
by Krane
mohaa_rox wrote:use the skcs
Can you be...er..more specific?
1) How can I use a skc from a different model in my model?
2) My model don't have weighted vertices. Will the skc work?
3) Do my skeleton have to fit MOHAA skeleton? As I didn't find a list of bones I must use, I took other game's list.
Thanks!
Posted: Wed May 26, 2004 9:24 am
by mohaa_rox
to import skcs, i suggest using lr3d. i dont think ms works for this.
u have to select the skd and import with the skc. try using the free evaluation of lr3d, but only to import, not export.