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Zachary

Modifying / Creating New Skeleton from OFP2_ManSkeleton

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Hi,

I'm new to the animation system, but if I had gotten to a point where i had specified a new p3d to look for a different skeleton other than ofp2_manskeleton in the relevant config / cfg files, is it possible to use the same animations as the ofp2_manskeleton, even though my new model may have more / less bones than before? For example, my new character may not have any arms and I want him to just run around without them, by not referencing the arms selections from the p3d file and telling the skeleton that these bones do not exist by simply not referencing them, would the animation still play, ignoring the missing bones that were once linked from hand, to arm to shoulder? Or will i be looking at a really big error?

If the engine does not animate unless all bones are available in the model as in the rtm file, does this mean if i want a solider with no arms that I'd have to make a new skeleton and a new animation set for him that does not have any reference to any arm selections at all?

Wierd request I know, but i thought i'd read that for houses and things that some skeletons may not care if the same bones exist, only what was there would be animated, is it different because the rtm is forcing the model to use those selections?

Thanks

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I have never actually tried it. In general terms, an animation is done for a certain skeleton. So if you have a different skeleton, you'll need a different animation.

For what you want to to do, as in a soldier with no arms, i think you can get away with it, by providing such selections, but either those selections are points (no surface), or empty proxies. You'll most likely need to fiddle around with it a bit to get it to work, but this is a work around i would personally try and use for your particular problem.

Providing a completly new set of anims for a new skeleton is possible, but is a task i for one would never take because of the sheer amount of time and effort that would be needed.

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I see. That makes sense, and a good idea for if i needed soliders without arms, but we'd still have a performance impact as it would be animating something that isnt visible right? Not a problem, perhaps I'll just stick to the basics.

Is there any recommended tutorial on animation or is it something I should just keep away from if i want any hair left on my head by the time im finished?

Thanks

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The amount of the mesh visible,would have a miniscule effect.And not a negative one at that.

I've seen some discussion in the A3 section about animations.Might be some info there.

As far as I'm aware the rtm format hasn't changed since OFP/CWA.So some of the existing

methods could still work.Teacup's rtm toolkit for Maya.And Sandro De Parma's maxscripts.

Which are based on Teacups's work.I don't think they'd be compatible with newer versions

of the software though.Have a look anyway.

Beyond those,I'm afraid OFPanim and O2PE is all that's left.Ok for doing static animations,for

vehicles and such.But anything dynamic could result in severe hair loss and a broken monitor. :)

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