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Getting skeletons with custom proportions the right height

Posted: Sat Jun 19, 2010 3:04 pm
by DarthD.U.C.K.
yeah, has anybody an idea how to change the height of custom skeletons?
for some reason pandemics skeletons are always on the correct height, how did they do that?
whenever i edit the proportions the skeleton is too high or too low
keyframing the correct height of the boneroot has no effect because the translations is overridden by the animations
and the munge.bats have no special properties either

Re: getting skeletons with custom proportions on the right h

Posted: Sat Jun 19, 2010 3:08 pm
by Maveritchell
I've had the same problem before, this is what I was told:
one other thing, if you scale up the skeleton using the scale transform don't freeze, but rather click on the Transform bar that is on the right side and look for something that say Set Neutral Pose and click it. Much better that way
but scale the dummyroot not the bone_root, don't have to move it then
I don't remember if that fixed it, to be honest. It's been a while since I've played with that issue.

Re: getting skeletons with custom proportions on the right h

Posted: Sat Jun 19, 2010 3:11 pm
by DarthD.U.C.K.
i think that refers to the actual scaling of bones, which im doing via the propertypage not the transformations
and im not scaling the dummyroot or bone_root either

what i want to say is that i dont want a bigger skeleton, im just changing proportions

Re: getting skeletons with custom proportions on the right h

Posted: Sat Jun 19, 2010 6:49 pm
by minilogoguy18
Scaling the skeleton won't work in any way because of the keyframe information in the animations, they not only set frames for rotation but translation and scaling as well. If you want a skeleton to fit something that doesn't have the proportions of the pandemic skeleton you'll pretty much have to make a new skeleton and animations for it.

Re: getting skeletons with custom proportions on the right h

Posted: Sat Jun 19, 2010 7:02 pm
by DarthD.U.C.K.
i just want to give the shipped skeleton better proportions, thats all.
im shure it is possible since units like the magnaguard or gungan have proportions different from the shipped skeletons and work perfectly (they dont walk in or over the ground)

Re: Getting skeletons with custom proportions the right heig

Posted: Sun Jun 20, 2010 9:14 am
by mswf
May I see a picture of the full hierarchy of a model for SWBFII, that you're editing skeleton proportions for? I don't know anything about XSI modtools, but I've already learned some things about hierarchies for game engines within Blender and I may have an idea on what could be blocking you from changing the proportions.

Re: Getting skeletons with custom proportions the right heig

Posted: Sun Jun 20, 2010 9:21 am
by DarthD.U.C.K.
0.o
i have no problems changing the proportions, seems like im writing pretty incomprehensible

the problem is the HEIGHT ingame

Re: Getting skeletons with custom proportions the right heig

Posted: Sun Jun 20, 2010 9:23 am
by mswf
I know, but the outcomes aren't like you want to. That's what I'd describe as a problem with changing proportions. (so, you know, that's my thought about that small grammatical thing, not that it matters that much)

Re: Getting skeletons with custom proportions the right heig

Posted: Sun Jun 20, 2010 9:31 am
by DarthD.U.C.K.
the seleton has the shipped hirarchy, im shure that doesnt "cause" the problem since its the same for all swbf-skeletons, no matter which proportions they have

Re: Getting skeletons with custom proportions the right heig

Posted: Sun Jun 20, 2010 9:34 am
by mswf
I know, but I also don't know the default hierarchy, so well, I was also curious on that one.

Re: Getting skeletons with custom proportions the right heig

Posted: Sun Jun 20, 2010 9:35 am
by RogueKnight
Aren't proportions defined in the animation? Each battlefront unit that is different from the stock human "scale" has its own set of animations, whether human or not.

Re: Getting skeletons with custom proportions the right heig

Posted: Sun Jun 20, 2010 9:40 am
by DarthD.U.C.K.
you could describe it as that but acually the "animationsets" for most units only contain the basepose which is the skeleton
thats actually a very smart system, in most games you cant change the skeleton without having to redo all animations

Re: Getting skeletons with custom proportions the right heig

Posted: Sun Jun 20, 2010 9:43 am
by RogueKnight
Have you imported the basepose of a unit with an edited skeleton to see what it looks like? If you use the 3D object converter you should be able to view it.

Re: Getting skeletons with custom proportions the right heig

Posted: Sun Jun 20, 2010 9:45 am
by DarthD.U.C.K.
3d converter cant view bones, i used ultimate unwrap3d
theres nothing different/special with skeletons like the magnaguards, the feet are on the correct height, just as they should be, so no special tricks on the skeleton itself

Re: Getting skeletons with custom proportions the right heig

Posted: Sun Jun 20, 2010 9:46 am
by RogueKnight
With that known doesn't that show that it has to be something done in the animations?

Re: Getting skeletons with custom proportions the right heig

Posted: Sun Jun 20, 2010 9:48 am
by DarthD.U.C.K.
no, because custom skeltons dont have different animations from the normal skeletons (some have but only like 2-4 which means nothing for the ingame-height)

Re: Getting skeletons with custom proportions the right heig

Posted: Sun Jun 20, 2010 10:34 am
by minilogoguy18
I'm pretty sure things like the battle droid and magnaguard used their own skeletons since a while back when someone decided to edit a battledroid it didn't work right in game because they were using the clone skeleton.

Re: Getting skeletons with custom proportions the right heig

Posted: Sun Jun 20, 2010 10:41 am
by DarthD.U.C.K.
with "nothing different/special" i meant that those skeletons are not set up differently from the normal skeleton, of course they differ in the proportions