Super long arms

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

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StOperpoPPer
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Super long arms

Post by StOperpoPPer »

the character i made has like super long arms, i made him for testing a tut on how to make a character by vise or something, i gave him super long arms and made the bones long. ingame his arms are all funky, is there a way to fix this?
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minilogoguy18
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Re: super long arms

Post by minilogoguy18 »

its because you edited a skeleton when the games animations use the original skeleton so its not moving correctly, NEVER edit the unit skeleton, if your making a character that doesnt fit the unit skeleton, then make your own as well as animations for it.
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Re: super long arms

Post by woner11 »

If he doesn't have custom animations, then that's the reason. He's trying to do a person with short arms animation and can't do it with long arms.

Edit: Dang you just barely beat me.
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Re: super long arms

Post by StOperpoPPer »

is there a tutorial on how to set up annimations for a character?
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Re: super long arms

Post by MandeRek »

woner11 wrote:If he doesn't have custom animations, then that's the reason. He's trying to do a person with short arms animation and can't do it with long arms.

Edit: Dang you just barely beat me.
Noncense! Where does this statement come from?! Look at the assets! Try it for yourself.. The magnaguard with Mace's anims, and the magnaguard with Mace's anims BUT the Magna's basepose. This basepose is scaled and tweaked to fit the Magna's needs..

A basepose gives the properties of the skelleton for ALL ANIMS, that's why there is a basepose in the first place!

So.. take the unit skelleton, modify it however you want, export it as the basepose and use it with other anims.. No problem at all, as long as the bones are the same (following name, and object type. So no nulls!)

This has worked for me MANY times, i don't see why it wouldn't for others..
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minilogoguy18
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Re: super long arms

Post by minilogoguy18 »

it obviously didnt work with him, ive modded for multiple games and any time you edit the skeleton for just a base or root pose it results in a horribly skewed model. besides ANYONE who knows anything about creating any sort of animations especially inverse kine like anything sophisticated such as a humanoid knows that if you scale, move or rotate bones after all the animations have been created it horribly messes the animations up. the keyframes save every bit of info on the bone, its translation and rotation and the bone will always try to revert to what the keyframe information is telling it not what you moved it to in world.
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Re: super long arms

Post by MandeRek »

minilogoguy18 wrote:it obviously didnt work with him, ive modded for multiple games and any time you edit the skeleton for just a base or root pose it results in a horribly skewed model. besides ANYONE who knows anything about creating any sort of animations especially inverse kine like anything sophisticated such as a humanoid knows that if you scale, move or rotate bones after all the animations have been created it horribly messes the animations up. the keyframes save every bit of info on the bone, its translation and rotation and the bone will always try to revert to what the keyframe information is telling it not what you moved it to in world.
I'm totally okay with your statement but don't agree.. I mean, as i said, the assets are a perfect example. You could use the jawa, yoda and ewok all with human anims, they will work fine.. But it's okay, the other way for long arms would be basicly to weight them to the original skel.. Only the hands will become messy and offset i guess..

Edit: Oh and for the record, i do know something about animations :P
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Re: super long arms

Post by Caleb1117 »

MandeRek wrote:
Edit: Oh and for the record, i do know something about animations :P
He does.
If a new walker and a bunch of player models with new animations is anything to go by.
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Re: super long arms

Post by wazmol »

Caleb1117 wrote:
MandeRek wrote:
Edit: Oh and for the record, i do know something about animations :P
He does.
If a new walker and a bunch of player models with new animations is anything to go by.
Agreed, him and FragMe! have pushed swbf2 animations further than anyone ever before, they are the anim gods. (Obviously with AceMastermind aswell)
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Re: super long arms

Post by MandeRek »

Caleb, Waz :oops:

I totally understnd your statement mini, because anims can be messy! I've made 2 new units with a modified basepose and common human anims, and they work fine.. I'm now writing a small 'tut' on it since loads of people are confused with this!

And thanks for all compliments! :D
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Re: super long arms

Post by minilogoguy18 »

i have a couple of fully animated walkers but they would never show up in game, i dunno why.
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Re: super long arms

Post by StOperpoPPer »

make shure to add how to do the higherarcky of the modle in you tut, ex: does the skeleton go under the dummyroot and do you delete the nulls

thanks, ur a humungus help!
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Re: super long arms

Post by MandeRek »

I've had some delays because i was working on Battlefront Zero but it will be up this evening (European time)
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