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  1. #1

    Icon5 Scaling Skeleton by KE´s goat?

    I want to create a unit, let´s say 2-3 times bigger than a normal vanila soldier, but basically the same look.

    My problem is that I can't make a correct skeleton and animation for it, just a scaled skeleton by milkshape makes it appear crappy.

    Therefore I tried to solve the problem by:
    - changing and increasing the skeleton in milkshape then ...
    - extracting the bigger milkshape skeleton (with Knight Errant's "Extract Skeleton" tool)
    - then I tried to scale the skeleton to fit the new bigger unit´s animation x,y,z=3 (with KE's "Export Skeleton"
    tool).
    After running the "Export Skeleton" tool, some new .cas files with information of the new skeleton should appear in the new created "convertedfiles" folder, but only the folder appears, without any new files.

    Ideas, help highly appriciated.

  2. #2
    KnightErrant's Avatar Decanus
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    Default Re: Scaling Skeleton by KE´s goat?

    Hi Devils_Advocate,

    It sounds like you are doing everything correctly.
    Let me just run over some stuff and then you can
    correct me where I miss things.

    (1) Changing the skeleton in Milkshape. Should not be
    a problem, Bwian has done that, King Kong hAs done that.
    Just gives you a new skeleton in Milkshape, NOT the game,
    another step for that, but you've covered that. There aren't
    any skeletons in .mesh files, only in .cas files

    (2) Once you have the new, larger skeleton, you need to
    extract it from Milkshape into an ASCII representation. From
    what you've said, you did this.

    (3) Now you need this new skeleton known in all the anim
    files that control its motion. Obviously, the hope here is if
    the model is 3x bigger, then 3x bigger skeletons in the anim
    files will solve all things. (Fingers crossed, I believe this too.)

    (4) Export the skeleton to all the anims in a family. I usually
    do this by copying everything to a subdirectory beneath where
    I'm currently working. I have the original anims, and then a
    subdirectory under that that has the same names but with the new
    skeleton. (Check that with a hex editor.)

    (5) Now you need to make a new anim family by editing
    descr_skeleton.txt to add in your new stuff and make a animation
    name for it, like "MTW2_newcoolthing". This is the name in
    descr_skeletons.txt and what you need to put in the modeldb file
    for the animation entry.

    Sorry if I missed the gist of your question. These are the general steps
    for putting in a new animation, but I'd be happy to back up a few steps
    if I'm missing something.

    KE

  3. #3

    Default Re: Scaling Skeleton by KE´s goat?

    I just found the time to try it by your instructions (), but things stuck the same as in my first attempt.
    1. ms scaling skeleton
    2. extracting skeleton
    3. exporting skeleton
    then this appears...




    4. a new folder convertedfiles appears but empty, no new files.


    I get you until number (4), then the thing with families and subdirectories confuses me.
    May you explain it a bit more 'idiot-prooven'?

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