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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 :D !

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 :D !

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.