Attaching new bones to an old skeleton...
Howser
UK Join Date: 2010-02-08 Member: 70488Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
Right I've been trying to figure out how to attach a new bone to an existing rig in a none destructive way. Essentially I want to add a node for a right hand weapons so we can attach a gun to the skulk the same way the marines have their world weapon models attached. While I'm fairly experience in modeling with 3ds max I have zero animation experience and have kind of hit a wall here. My best guess so far was to merge the helper, spline and bone from the marine model onto the skulk, POSITION target them to the Bip01_R_forearm and Bip01 R hand. This places the helpers roughly in position and they seem to track the model well enough. I'm assuming a rinse and repeat of this process on all the animation rigs would produce visually unacceptable but functional results.
What I want to do is just attach a bone to the end of the R_forehand (not average it between two bones), but I cant for the life of me find a method of doing this. I also can't figure out what elements I actually need in there to compile with the model for the gun to be attached. Is it the helper or the bone that give the gun its orientation? Alternatively I could just manually Key frame the bone in but I don't really feel confident enough with my knowledge of the systems at work here. HELP!
For the time being I'll be following Chop's model modification tutorial on youtube and just hack the models onto our skulk like so,:
But there will be no muzzle flashes, shells or aiming with this method
Here's as far as I've got with the bone attachment:
For the view model I was just going to modify the appear of the shotgun by removing the hand model and load it along side the skulk V model (with removed teeth, so its all gums). Though I've not done any experimentation with this and am open to suggestions on any better approaches. Here's a mock up of how i want it to look:
While I will get this working on my own (eventually) If someone else really knows this stuff feel free to join our little team, otherwise any advice or help is very much welcome.
Thanks, Howser
What I want to do is just attach a bone to the end of the R_forehand (not average it between two bones), but I cant for the life of me find a method of doing this. I also can't figure out what elements I actually need in there to compile with the model for the gun to be attached. Is it the helper or the bone that give the gun its orientation? Alternatively I could just manually Key frame the bone in but I don't really feel confident enough with my knowledge of the systems at work here. HELP!
For the time being I'll be following Chop's model modification tutorial on youtube and just hack the models onto our skulk like so,:
But there will be no muzzle flashes, shells or aiming with this method
Here's as far as I've got with the bone attachment:
For the view model I was just going to modify the appear of the shotgun by removing the hand model and load it along side the skulk V model (with removed teeth, so its all gums). Though I've not done any experimentation with this and am open to suggestions on any better approaches. Here's a mock up of how i want it to look:
While I will get this working on my own (eventually) If someone else really knows this stuff feel free to join our little team, otherwise any advice or help is very much welcome.
Thanks, Howser
Comments
If you do get experienced with adding animating models to Spark, and indeed, succesfully creating animated models for Spark, there are a lot of people who will want you to work on their mods, so I suggest if you do get this working, you produce a very detailed tutorial to help us all out
Good Luck and I'm looking forward to playing the mod
You sir, are a genius.