Is there a way to adapt default skeleton bones to a custom mesh?

Started by i2Bros, January 17, 2018, 07:16:18 AM

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Am I missing something? I can export model and envelope them but I can't place bones in the right place, so my models always end up looking messy. Is there a way to move the bones without having to make a new skeleton and a new animation?
"Come on, you apes! Do you wanna live forever?"
- Lieutenant Rasczak speaking to the Roughnecks troopers

Quote from: i2Bros on January 17, 2018, 07:16:18 AM
Am I missing something? I can export model and envelope them but I can't place bones in the right place, so my models always end up looking messy. Is there a way to move the bones without having to make a new skeleton and a new animation?

From what I remember you would have to individually move the bones on your skeleton, export the skeleton as an .msh file and munge the mshs into zaabin/zafbin.
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Quote from: Gistech on January 17, 2018, 07:45:06 AM
From what I remember you would have to individually move the bones on your skeleton, export the skeleton as an .msh file and munge the mshs into zaabin/zafbin.

I see, but when I move the bones and envelope the model shapes in weird ways, like if it wants to resemble the movements I previously set on the bones.
"Come on, you apes! Do you wanna live forever?"
- Lieutenant Rasczak speaking to the Roughnecks troopers

Quote from: i2Bros on January 17, 2018, 08:59:19 AM
I see, but when I move the bones and envelope the model shapes in weird ways, like if it wants to resemble the movements I previously set on the bones.

Look at the setup of the Wookie, or the Jawa, or Yoda. I believe there's some answers in their ODF files.
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Quote from: Gistech on January 17, 2018, 09:19:53 AM
Look at the setup of the Wookie, or the Jawa, or Yoda. I believe there's some answers in their ODF files.
No, they get messed up in zetools, let alone in game.
"Come on, you apes! Do you wanna live forever?"
- Lieutenant Rasczak speaking to the Roughnecks troopers

What you want to do is export a basepose.msh.
You simply key frames 0 and 1 in the animation editor, make sure you're on 0, hide the mesh and just leave the bones visible. Export it, and then place it in your Animations folder. There should be a template folder that you'll place the basepose.msh in. Edit the munge.bat to edit the name of the zafbin and it's location. Munge, and then in your odf list the SkeletonName = "name_of_zafbin"
It will use the standard human animations, but will adopt your bone positions. That said, the only true 100% way would be to make custom animations, but this usually does the trick well enough.

Is there a complete tutorial? I can spend my time on this stuff, and this would actually bump up the developement of my mod. Also I was trying to envelope a Rebels Stormtrooper model from a pinball game, its awesome and it could open the doors for some Rebels mod, since nowadays everyone makes TCW mods cause the assets for that are really accessible
"Come on, you apes! Do you wanna live forever?"
- Lieutenant Rasczak speaking to the Roughnecks troopers

I think you're better off asking on GameToast about a complete tutorial. I'm sure I saw one on there but it's not listed on the Everything You Need thread.
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Yeah search basepose on gt. I read a tutorial under the modeling section that taught me.