Bones

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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drummerzoid1

Bones

Post by drummerzoid1 »

I was looking at the import a character tutorial. Does anyone know if i made my own bones would they work? If so is there a certain way i would have to make the bones? :atat:
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minilogoguy18
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RE: Bones

Post by minilogoguy18 »

of course they would work, practically a retarded question (not to sound mean), just if you make your own skeleton for a player model you just have to make your own animation set for it since your bones wont match the ones in the animation files you munge.
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RE: Bones

Post by drummerzoid1 »

where can i find all of the animations that i need to make
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RE: Bones

Post by drummerzoid1 »

And I'm adding some too, I want to add prone. The weirdest thing happened to me last year playing on kashyyk, i saw a sniper in prone, so hopefully it'll workout.
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RE: Bones

Post by minilogoguy18 »

youd have to do some coding to add new ones cause the game recognizes and plays the animations on what teh name of the .msh file is.
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RE: Bones

Post by t551 »

Well, it's sort of like that. You can designate a new weapon type (rifle, pistol, etc.) to have a weapon that uses unique anims, but the number of actual actions (ex. walking animations for rifle) are determined by the .exe.
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RE: Bones

Post by drummerzoid1 »

k so if i add prone would i have to take something away?
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RE: Bones

Post by Qdin »

hmm - more or less.

maybe you could just rename the animations from SWBF1? They should all be there and then you could just overwrite the Crouch :)
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RE: Bones

Post by t551 »

You would have to have a unit that went prone instead of crouching, or stayed prone all the time, or something like that, assuming that the prone feature was actually removed.
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