Stormtroopers with wampa skeleton? [Solved]

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razac920
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Stormtroopers with wampa skeleton? [Solved]

Post by razac920 »

Hi, I'm working on a zombie game mode, and came across this issue:
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Image
The hands of the Stormtrooper, Shock Trooper, Scout Trooper, and Dark Trooper all appear to be floating and detached from the arms. All I've done is to add the wampa skeleton and animations to these units. Interestingly, though, the engineer and officer don't have this issue. Is there any way to fix this for the stormtrooper models short of making a new msh altogether?
Last edited by razac920 on Tue Aug 06, 2013 10:09 pm, edited 1 time in total.
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Re: Stormtroopers with wampa skeleton?

Post by Marth8880 »

You could edit the skeleton to make the...I believe forearm bones shorter.
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Re: Stormtroopers with wampa skeleton?

Post by Bob »

Or simply make a new animset that uses the wampa's animations and the human basepose.
razac920
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Re: Stormtroopers with wampa skeleton?

Post by razac920 »

Well, I kinda like the wampa base pose as it is somewhat "zombie-like", but I'll try using an edited wampa skeleton and see how that goes
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Re: Stormtroopers with wampa skeleton?

Post by Maveritchell »

razac920 wrote:Well, I kinda like the wampa base pose as it is somewhat "zombie-like", but I'll try using an edited wampa skeleton and see how that goes
You're confusing "base pose" and "idle stance." The basepose is the T/A-pose exported as a .msh. You'll keep the same idle stance that you like if you just swap baseposes.
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Re: Stormtroopers with wampa skeleton?

Post by razac920 »

Thank you Bob and Mav, that was extremely easy and worked like a charm!

One problem I did have though was in munging the new animationsets, it didn't work at first. Something that maybe people with newer systems need to know is that munge_animation.bat doesn't work properly. I had to dig around and do some research and found that in _BUILD\munge.bat, there were some lines that people deleted to get regular munging to work, from
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REM if "%MUNGE_BIN_DIR%"=="" (
set MUNGE_BIN_DIR=%CD%\..\..\ToolsFL\Bin
REM echo MUNGE_BIN_DIR=%MUNGE_BIN_DIR%
REM set PATH=%CD%\..\..\ToolsFL\Bin;%PATH%
REM )
to
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set MUNGE_BIN_DIR=%CD%\..\..\ToolsFL\Bin
REM echo MUNGE_BIN_DIR=%MUNGE_BIN_DIR%
REM set PATH=%CD%\..\..\ToolsFL\Bin;%PATH%
I noticed that the munge_animation.bat had the same set of lines, and I tried changing it from
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@if "%MUNGE_BIN_DIR%"=="" (
@set MUNGE_BIN_DIR=%CD%\%MUNGE_ROOT_DIR%\..\ToolsFL\Bin
@set PATH=%CD%\%MUNGE_ROOT_DIR%\..\ToolsFL\Bin;%PATH%
)
to
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@set MUNGE_BIN_DIR=%CD%\%MUNGE_ROOT_DIR%\..\ToolsFL\Bin
@set PATH=%CD%\%MUNGE_ROOT_DIR%\..\ToolsFL\Bin;%PATH%
and it worked! Maybe since the FAQ topics on munging custom animation sets were written a long time ago (maybe before Vista/Windows 7), they should be updated with this new information?
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Re: Stormtroopers with wampa skeleton? [Solved]

Post by noMatt »

its in the faq you only have to scroll down in the get munge to work properly topic ;)
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