| 09-26-2004, 05:46 AM | #1 |
hey, my idea was to make a sword that i could put on a pally with the same animations the hammer uses. replacing the hammer with the sword, is basically what i was going for. i made the sword seperately, opened the scene with the sword, and imported the paladin. in no time, i had the sword in position exactly like the hammer was, but i ran into one problem. how do i make the sword animate like the hammer and get rid of the hammer while im at it? |
| 09-26-2004, 02:12 PM | #2 |
nobody knows how to do this? |
| 09-26-2004, 03:46 PM | #3 |
What tools are you using? It sounds like 3ds max, since you're talking about scenes and importing, but I'm not sure. A lot of how to specifically do these things depends on what tools you're using, so I can't be really specific with the answers here yet. For making the sword follow where the hammer did, you just have to attach it to the same bone the hammer was. If you're using my merging program, that means looking through the dropdown of bones until you find ones named something like 'Hammer'. If you're merging with notepad, seach through the bones until you find one named something like 'hammer' note its ObjectId, and change the number in the Matrices section of your new geoset (I'm assuming you have the sword in a new geoset) to whatever the ObjectId was. To get rid of the hammer: If you're using 3ds max and importing/exporting with Republicola's plugin, just scale all the vertices of the hammer into a single point and move them into the hand. If you're using my vertex modifier program, follow this tutorial. Uploading your MDL might help, too. |
| 09-26-2004, 10:39 PM | #4 |
oh sry i thought i mentioned it but i guess not. yeah im using 3ds max 4.2. how do i assign the sword to the bone the hammer uses? |
| 09-27-2004, 12:43 AM | #5 |
It depends on if you're MDL editing in the sword afterwords or if you've somehow imported the model with animations into max and are using the art tools to export it. So, say how your adding the sword and then I can tell you what to do. If you are MDL editing in the sword, do the following: Towards the end of the sword geoset, you'll see something like this: Code:
}
Groups 1 1 {
Matrices { [u]0[/u] },
}
MaterialID 1,
SelectionGroup 0,
}
|
| 09-27-2004, 03:00 AM | #6 |
nah im not doing any mdl stuff as of yet. this is what i did. first thing, i made the sword in max. i saved it, and used the mdx importer to import the pally to the scene with the sword. then i moved the sworded and rotated it to go into the pally's hand like the hammer. i set the hammer vertices to 0, so now its the animating pally model with a non-animating sword. can you tell me how to set the sword to the hammer bone in max?s |
| 09-29-2004, 01:01 AM | #7 |
i havent really done anything to it in .mdl. do i really need to or can i do it all in max? |
| 09-29-2004, 01:33 PM | #8 |
With the version of max and the plugins I have, I would not be able to do that. Maybe you can, I don't know. If I were you, this is what I'd do to add the sword: Modifiy the paladin with max, scaling the hammer to nothing, and get it back to MDX/MDL. Import the sword into max, position in correctly, and export it alone as MDX\MDL. Use the geoset merging program here and the tutorial here to put them together. |
