Request: Upright Heavy Skeleton

MausMaus Join Date: 2002-11-03 Member: 5599Members
It would be much, MUCH easier to assign models to the heavy skeleton if the one in the reference file wasn't posed the way it is. Is anyone out there willing to reposition it for me, from the hunched way it is in the reference, to something more like the light armour skeleton (ie standing straight with arms out to its side)?

Comments

  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    edited April 2003
    i.e. something like the one on the right (ignoring the differences with the models' spines and necks):
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    Failing this, any hints on how to take a frame of animation, and copy the positioning of the bones there into a reference file would be just as handy. That way I could take most of the positioning I need out of, say, the idle anim.
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    edited April 2003
    some of you might not understand this request, but...

    here's an explanation:
    the heavy marine skeleton is sort of hunched forward (i think souris put up a picture) you CAN go into animation mode, and fix this... BUT, the second you leave animation mode, BAM, you go back to the crouches version... since most models are made in the Light marine version, they are built standing straight up, with arms held out (another picture souris has)


    if anyone can figure it out... modelers would be thanking you for the great contribution...



    after saying all that, i figured it out... hold one moment...
  • JamilJamil Join Date: 2002-11-02 Member: 4829Members
    edited April 2003
    I tried. I don't think this is possible short of remaking the heavy armour model.
  • def_onedef_one Join Date: 2002-05-21 Member: 641Members, Retired Developer, NS1 Playtester, Contributor
  • JamilJamil Join Date: 2002-11-02 Member: 4829Members
    Are these the 1.1 skeletons, def_one? It looks like they have more bones than the current NS skeletons.

    Also, souris. I don't know why you're looking to change the skeleton on the default heavy. It's going to mess up all the animations except the ones you make. Unless you're looking to redo all the player animations, I don't think you should follow this avenue. As always, someone please try to prove me wrong for Souris' sake.
  • EstaranEstaran Augsburg, Germany Join Date: 2003-04-01 Member: 15117Members
    w00t! thought we had eastern (spelled correctly?!) already some days ago <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    edited April 2003
    <!--QuoteBegin--Jamil+Apr 24 2003, 02:04 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jamil @ Apr 24 2003, 02:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Are these the 1.1 skeletons, def_one? It looks like they have more bones than the current NS skeletons.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Looks like thay may well be - the "footsteps" joint looks promising.

    Thanks for these def_one - hopefully I'll be able to re-jig it for 1.0x without too much trouble.
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    Okay... a few scale problems to sort out (like his poor ol' head being tucked down there) and other tweaks, but it looks like this skeleton is good to go.

    (though a thought just struck me - if we have to reassign things to this skeleton for 1.1 (assuming it's a 1.1 skeleton) that means I'll have to do the smartgun anims for HA all over again <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> )
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Um, why does the reference file bones matter? You make the model in the LA version, then you just twist the bones to fit it right, then when the animaions are applied to it, it switches to the crouched look but doesn't mess up the bone structure. Now unless you are trying to remake the whole model standing upright for all the actions and anything, then this method should work fine.
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    ^^^ someone who hasn't tried it himself <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • def_onedef_one Join Date: 2002-05-21 Member: 641Members, Retired Developer, NS1 Playtester, Contributor
    <!--QuoteBegin--Jamil+Apr 24 2003, 07:04 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jamil @ Apr 24 2003, 07:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Are these the 1.1 skeletons, def_one? It looks like they have more bones than the current NS skeletons.
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    nope, marines have same skeletons in 1.0 and 1.1

    most of the anims will be the same too, just a heads up.
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