| 02-26-2004, 11:07 PM | #1 |
Just for knowledge, I tried to transfer dragon animations to the villager man. (Lol insane retard) As stated from Madlion. he said that you need to copy Bone Rotations,Scaling, and Translation to transfer animations. Well, the villager man only had bones, but none of those stuff. Only the helpers have rotations ect. Here's the bones if anyone wants to help me out: Bone "gutz00" { ObjectId 0, GeosetId 4, GeosetAnimId 4, } Bone "Hips" { ObjectId 1, Parent 30, // "Bone_Pelvis" GeosetId 0, GeosetAnimId 0, } Bone "LegUpLeft" { ObjectId 2, Parent 31, // "Bone_Leg1_L" GeosetId 0, GeosetAnimId 0, } Bone "LegLowLeft" { ObjectId 3, Parent 32, // "Bone_Leg2_L" GeosetId 0, GeosetAnimId 0, } Bone "FootLeft" { ObjectId 4, Parent 33, // "Bone_Foot_L" GeosetId 0, GeosetAnimId 0, } Bone "LegUpRight" { ObjectId 5, Parent 34, // "Bone_Leg1_R" GeosetId 0, GeosetAnimId 0, } Bone "LegLowRight" { ObjectId 6, Parent 35, // "Bone_Leg2_R" GeosetId 0, GeosetAnimId 0, } Bone "FootRight" { ObjectId 7, Parent 36, // "Bone_Foot_R" GeosetId 0, GeosetAnimId 0, } Bone "Chest" { ObjectId 8, Parent 37, // "Bone_Chest" GeosetId 0, GeosetAnimId 0, } Bone "ArmUpRight" { ObjectId 9, Parent 38, // "Bone_Arm1_R" GeosetId 0, GeosetAnimId 0, } Bone "ArmLowRight" { ObjectId 10, Parent 39, // "Bone_Arm2_R" GeosetId 0, GeosetAnimId 0, } Bone "HanfRight" { ObjectId 11, Parent 40, // "Bone_Hand_R" GeosetId 0, GeosetAnimId 0, } Bone "Hammer" { ObjectId 12, Parent 40, // "Bone_Hand_R" GeosetId 3, GeosetAnimId 3, } Bone "ArmUpLeft" { ObjectId 13, Parent 41, // "Bone_Arm1_L" GeosetId 0, GeosetAnimId 0, } Bone "ArmLowLeft" { ObjectId 14, Parent 42, // "Bone_Arm2_L" GeosetId 0, GeosetAnimId 0, } Bone "handLeft" { ObjectId 15, Parent 43, // "Bone_Hand_L" GeosetId 0, GeosetAnimId 0, } Bone "Portrait Head01" { ObjectId 16, Parent 44, // "Bone_Head" GeosetId Multiple, GeosetAnimId 0, } Bone "Mesh10" { ObjectId 17, Parent 46, // "Bone_Chest01" GeosetId 2, GeosetAnimId 2, } Bone "Mesh04" { ObjectId 18, Parent 47, // "Bone_Arm1_R01" GeosetId 2, GeosetAnimId 2, } Bone "Mesh03" { ObjectId 19, Parent 48, // "Bone_Arm2_R01" GeosetId 2, GeosetAnimId 2, } Bone "Mesh08" { ObjectId 20, Parent 49, // "Bone_Arm1_L01" GeosetId 2, GeosetAnimId 2, } Bone "Mesh09" { ObjectId 21, Parent 50, // "Bone_Arm2_L01" GeosetId 2, GeosetAnimId 2, } Bone "Body" { ObjectId 22, Parent 51, // "Bone_Head01" GeosetId 2, GeosetAnimId 2, } Bone "Mesh05" { ObjectId 23, Parent 53, // "Bone_Leg1_L01" GeosetId 2, GeosetAnimId 2, } Bone "Mesh06" { ObjectId 24, Parent 54, // "Bone_Leg2_L01" GeosetId 2, GeosetAnimId 2, } Bone "Mesh07" { ObjectId 25, Parent 55, // "Bone_Foot_L01" GeosetId 2, GeosetAnimId 2, } Bone "Mesh02" { ObjectId 26, Parent 56, // "Bone_Leg1_R01" GeosetId 2, GeosetAnimId 2, } Bone "Object02" { ObjectId 27, Parent 57, // "Bone_Leg2_R01" GeosetId 2, GeosetAnimId 2, } Bone "Object03" { ObjectId 28, Parent 58, // "Bone_Foot_R01" GeosetId 2, GeosetAnimId 2, } Helper "Bone_Root" { |
| 02-27-2004, 12:17 AM | #2 |
Okay... ...Thanks... How about you try to put the bone rotations from the dragon... into the helpers on the villager... Think about it. |
| 02-27-2004, 12:34 AM | #3 |
I had thought of that before, except the other way around. I'll try it in 5. Thanks. |
