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Modding for the Original SWBF1 and SWBF2 => 3D-Modeling, Animation and Texturing => Topic started by: i2Bros on January 17, 2018, 07:16:18 AM

Title: Is there a way to adapt default skeleton bones to a custom mesh?
Post by: 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?
Title: Re: Is there a way to adapt default skeleton bones to a custom mesh?
Post by: Giftheck on January 17, 2018, 07:45:06 AM
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.
Title: Re: Is there a way to adapt default skeleton bones to a custom mesh?
Post by: i2Bros on January 17, 2018, 08:59:19 AM
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.
Title: Re: Is there a way to adapt default skeleton bones to a custom mesh?
Post by: Giftheck on January 17, 2018, 09:19:53 AM
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.
Title: Re: Is there a way to adapt default skeleton bones to a custom mesh?
Post by: i2Bros on January 17, 2018, 09:30:19 AM
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.
Title: Re: Is there a way to adapt default skeleton bones to a custom mesh?
Post by: Calrissian97 on January 17, 2018, 06:07:56 PM
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.
Title: Re: Is there a way to adapt default skeleton bones to a custom mesh?
Post by: i2Bros on January 18, 2018, 01:17:26 AM
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
Title: Re: Is there a way to adapt default skeleton bones to a custom mesh?
Post by: Giftheck on January 18, 2018, 01:27:11 AM
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.
Title: Re: Is there a way to adapt default skeleton bones to a custom mesh?
Post by: Calrissian97 on January 18, 2018, 05:48:20 AM
Yeah search basepose on gt. I read a tutorial under the modeling section that taught me.
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