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April 21, 2009, 07:26 AM
#1
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April 21, 2009, 11:21 PM
#2
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
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August 27, 2009, 01:00 PM
#3
Senator
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