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Question: for a biped, how do u make it moveable?

Posted: Sat Feb 19, 2005 4:41 pm
by gecko753
im thinking about making some new bipeds, but need some info.

in order for the model to work and be able to animate in halo, do you have to attatch the skin (mesh of the MC) to the bones? i guess this would make sense to do, but i dont wanna do all that work for nothing.

also, does anyone know the basics of doing something like importing the MC model with the script and making it ready to export back into halo and work?

Posted: Sun Feb 20, 2005 11:18 am
by [users]axem
meh your not speaking english. your speaking jumpy.

Posted: Sun Feb 20, 2005 11:45 am
by Tanasoo
Eh? he has better writing than most people here "do u no wat i meen?//" :wink:

I think it is reasonable to believe that you need it implement either skin or physique... Anyone know which one? I guess you could try both and tell us how it comes out...
As for getting the Spartan model, you can get it with HMT (EEEVILL PC EDITORS :twisted: ) either extracting it form PC, (apparently PC UVWs, or texture mapping, don't work) or you could extract it from the Xbox, dunno how to do that...


Hope someone can clarify which one to use, so I can get to work :twisted:

Posted: Sun Feb 20, 2005 12:59 pm
by SunnySharma
Well, for the skinning to the nodes, we are trying to figure that out. I don't know what Bungie did, but it's sure as hell weird.

So far, we can't really skin to the bones, but we make a seperate model for each node of the biped.

Posted: Sun Feb 20, 2005 1:37 pm
by gecko753
hm ok yea u both know what im talking about.

my thought process was that you can have bones that animate and such, but how does the halo engine make the actual model move? how does it decide what verticies to move for each bone? theres a way to do it in 3dsmax, but i didnt know if the .jma exporter includes all that info (how the mesh reacts to bone movements).

and for what u say sunnysharma, i get the idea of making a separate model for each bone, but how do u make it so that the pieces are still together? as in, when he turns his head, there are edges that stretch from the head model to the torso so that it doesnt look like hes been decapitated and his head is on a stick.

Posted: Sun Feb 20, 2005 3:29 pm
by SunnySharma
Well, make sure each object for each node is closed. There are no holes open, so it gives the "effect" that it is pieced together.

I have no idea what Bungie used to add a skin modifier. It's really weird...

If you've played MiniStunt, the "Women Cyborg" model (which resembles a human cortana) was made up of seperate pieces, with no holes whatsoever, so it looked like the model had a skin modifier. The MC, though, does, and I don't know how they did it...

Posted: Sun Feb 20, 2005 4:25 pm
by Sonictag
If you re create a biped using the MC mesh with deleted segments between each joint, set up all of the IK's and constraint it all, then you can get a good.

The way inwhich they probably got a skin modifier is to spacewarp it, In games such as C&C Renegade and i think C&C Generals too, you have to run a spacewarp from the biped to the mesh and set up the skin modifier like that.

Posted: Sun Feb 20, 2005 6:50 pm
by Waverunner
sonictag -

howd u make such a cool signature picture?

Posted: Sun Feb 20, 2005 7:50 pm
by BednarcikPunk
yea im trying to make two new bipeds one for each team..

im wondering if his is even possible and if so how?

can i take the MC biped's bones and put em in the new model?

im confused can someone explain in non-big words?

Posted: Mon Feb 21, 2005 10:33 am
by Tanasoo
Hmmm. I don't think it is a space warp, because you can create new animations just by animating the bones... Perhaps a .jmP file? What are those for? .jmPhysique, maybe? lol. Someone should try exporting a skinned or physiqued mode and see how it goes. I certainly will try once I get my new map up and running, SOOO close, just adding weapons and such... You will all see once it is done :D

Posted: Mon Feb 21, 2005 1:17 pm
by gecko753
time to go learn how to do those methods....