Question: for a biped, how do u make it moveable?
Question: for a biped, how do u make it moveable?
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?
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?
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Eh? he has better writing than most people here "do u no wat i meen?//"
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
) 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

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

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

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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.
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.
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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...
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...
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.
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.
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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 

Last edited by Tanasoo on Mon Feb 21, 2005 4:09 pm, edited 1 time in total.