| 10-10-2004, 08:55 PM | #1 |
I tried to add the blademaster's right hand bone to a skeleton model (since the skeleton doesnt use a hand bone). I used Oinkerwinkle's ObjectInserter to make space for the new bone, added the entire bone after all the other bones (thus making it bone ID 45 and boosting up the first helper bone's ID to 46). With this in place, i tried to convert it back to MDX, but i saw a notice with a whole bunch of errors. What could i be doing wrong? |
| 10-11-2004, 09:41 AM | #2 |
So you've added a bone with ObjectID 45 and changed the previous helper with objectID 45 into 46 right? So now you have like 2 objects with ID 46 (from what you've told). |
| 10-11-2004, 01:56 PM | #3 |
What you did doesn't sound like it should be a problem. Can you post your MDL, or just the area including and surrounding the new bone? |
| 10-11-2004, 04:41 PM | #4 |
MartinezTG: I dont have two things with ID 46. I said that since i put the new bone before the first helper, and the helper's ID was 45, the id was changed to 46 with the ObjectInserter. Oinkerwinkle: Rather than show you the one with the hand bone (which i'm deciding not to do since its not extremely necessary), I'll show you the one that I'm trying to add the Blademaster's Sword bone to (i'm trying to give my guy ribbon emitters, and so far that's not only not working, but causing WC to crash). Its basically the same thing i did with the hand bone, except its the Sword bone rather than the hand (note: A lot of the bones were renamed so that the anim transfer would work, so one of them is already called Bone_Hand_R, even though it doesnt work like that, but i wouldnt change it since even without the ribbon emitter the model looks good). The attatchment has a 3 at the end because I always number my copies when i test things. |
| 10-14-2004, 06:03 AM | #5 |
Anyone know what went wrong with it? |
| 10-14-2004, 02:21 PM | #6 |
I wasn't able to find anything, but I noticed something weird: Code:
// MDLFile version Jun 6 2002 04:58:04 // Exported on Sun Oct 10 18:32:18 2004 // Particle added by ParticleAdd 1.00 // Particle added by ParticleAdd 1.00 // Particle added by ParticleAdd 1.00 // Particle added by ParticleAdd 1.00 // ObjectIds 45 - 45 added by ObjectId Inserter .99 |
| 10-14-2004, 09:55 PM | #7 |
I used the particle emitter program 5 times, actually, in order to make slots open for particle and ribbon emitters. Once i got 4 particle emitters for the flames on the sword, i edited them around to work like an infernal's shoulder flame without sticking to the model. the 5th time was to add a slot for the ribbon emitter. That worked out well, too, except now the ribbon emitter is sideways. The notes before the model didnt effect it. Adding new bones, however, IS affecting it, for some reason. Is there a better procedure to bone addition? |
