Msh > skelton > envelope > playable animated Unit [Solved]

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Anakin
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Msh > skelton > envelope > playable animated Unit [Solved]

Post by Anakin »

Hi,

i have the folowing things:
- Player Unit's msh
- An BF2 Skleton that fits to the Unit.

Now i need to make this:
1.: Basepose
The basepose from the skleton is a bit an other way than my model's basepose is. So i rotated the skleton to fit with the model.
I exported the bones for the basepose. But now i saw that the last frame of the basepose is the old position. How can i make it to be exactly the same as the first one frame is.

2.: Envelope
The next thing is the enveloping. But i think the only way to do is the method i alreay learned (i had some threads in the past)

3.: playable animated Unit
Ok lets say i made the enveloping. Now how to get it working with all animation ingame??
My Idea is i take my new made Basepose, put it in an new folder, with all animations from the SWBF2 unit i took the basepose from. All other animations should be taken from the default human one right?
Now i munge the animation, set up my unit to use the new Msh and the custom animation set, and now it should work.


I hope you can tell me weather my idea is right or not, and how to make the Basepose thing to be rigth.
Last edited by Anakin on Wed Aug 06, 2014 10:59 am, edited 1 time in total.
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Re: From Msh, to skelton, to envelope, to playable animated

Post by MileHighGuy »

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Re: From Msh, to skelton, to envelope, to playable animated

Post by Anakin »

Ok thank you.

I got everything working. But i still have a small problem.

What i have done:
Imported my unit's msh.
imported a basepose (wookie)
moved all bones to fit with the model (made this key thing)
Everything was fine, but the skelton was a bit too big. So i rescaled it to 0,815.

OK now i started for the 3rd time to envelope and hoped this time it will work.
Finished!! Exported, made the new animations, setup the unit ingame, and it is running like an cripple.
What happend: I exit BF2, opend XSI, imported the unit and the scale down of the skleton was not saved -.-
So i thought hey i retry to scale it down in XSI. But the problem is that my Unit is already enveloped. So the unit is scaled down, too. I already tryed to mute the envelope operator, scale down, and than unmute, but than the unit contract when unmuteing the operator.

I really hope someone can tell me how to fix this small problem without reenveloping everything.


==EDIT==

just tryed this:
mute
scale skelton down, set neutral, scale msh up, set neutral,
unmute.
SO in XSI everything looked good.

remunged the animations, remunged the rep sides, and now the trooper looks like a fat child!!!! :x
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Re: From Msh, to skelton, to envelope, to playable animated

Post by thelegend »

Hm I am not an expert in xsi but can you post an image how your unit looks for now? It maybe helps more to imagine what could help.
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Re: From Msh, to skelton, to envelope, to playable animated

Post by Anakin »

Just noticed, that xsi hasn't exportet right -.-

So maybe i did something wrong here. Can someone tell me how to scale down a whole model with msh and bones.
I thought i have everything under a Null (called dummyroot). This dummyroot i scaled down to 0,85. Than set neutral scaling. Export, import, and it's the old size again.

I could scream!!!!! How can i scale it down?? Scaling it down with an .msh.option file is no option for me, because some animations (also scaled down) didn't work.



==EDIT==

next try:
Duplicate the model, resize, just export the model, reimport, downscaled size. Worked! :D
imported the basepose (just the bone_..., root_... eff_... Nulls). scaled down, exported, imported, the original Size. Doesn't work :runaway:

So my problem seams to be how to scale down an basepose.
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Re: From Msh, to skelton, to envelope, to playable animated

Post by thelegend »

Hmm maybe you can try that: http://www.gametoast.com/viewtopic.php?f=27&t=11546
If you want to scale down the anmiations it should work.
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Re: From Msh, to skelton, to envelope, to playable animated

Post by Anakin »

Nope. What i'm looking dor is scaling up the skleton. But i don't have bones like Mile. I have the nulls from the stock basepose.
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Re: From Msh, to skelton, to envelope, to playable animated

Post by AceMastermind »

You don't scale skeletons, you re-position and lengthen/shorten bones either using the Move Joint tool or through the bone property pages. This will be difficult with null chains though.
If you want a skeleton of bone chains instead of null chains then you could draw new bones while using the nulls as snap guides, they must be drawn in the same direction as the nulls so the animations don't break. Change the null icons to arrow to see the correct direction.
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Re: From Msh, to skelton, to envelope, to playable animated

Post by MileHighGuy »

It is WAY easier to use the grounddummy for the skeleton with bones. I would not even try using nulls.
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Re: From Msh, to skelton, to envelope, to playable animated

Post by Anakin »

Thank you all for your help. I reenveloped it now and this is the result:

The units are exactly at the same position. So you see the left trooper is a bit smaler.
Hidden/Spoiler:
Image
I have absolutly no idea why this Image is not working. I munged the animations just the same way, but with an other basepose. For this i took the skleton from the units (next pic)
Hidden/Spoiler:
Image
The right one is the new RC. And you can see at the right upper picture, that the newer RC should be a bit taller. BUT NOT THE OLD ONE!!!!
Hidden/Spoiler:
Image
I hope someone can point me out what the problem is.

I remade this rc because at my first try i stretched the model to fit to the bones.



==EDIT==

Used the old animation with the baspose of the old rc with the new RC and all works :mrgreen:
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