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danelectro_dc

Skeleton?

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Does anyone know if there is some kind of base skeleton used to make people for OFP? Lately I've been trying to make some new infantry using new models, but can't seem to get the hips/lower torso and shoulder/bicep/lat area weighted right. Tried using other addons as a reference, but it didn't help much seeing that the models had completely different poly structure. crazy_o.gif

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Quote[/b] ]Tried using other addons as a reference, but it didn't help much seeing that the models had completely different poly structure.

Tried it. Though if i change the cammo to olive drab on those international troops, they'd make a good israeli soldier....

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All you can do is work by trial and error, and try to make sure there are joint polygons between each of the major sections. If you don't sort of follow how the BIS units are made you get really weird distortions.

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Guest BratZ

That Star Wars Droid was the only soldier I have looked at (asides ones I have helped others with)

But the Droid may be a skeleton type,but you prolly tried that too

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I did try it, after fiddling with the weights I've managed to get the hips distortion down while standing, walking and running, but while crouching and prone... looks like their back is broken. the models I'm using are actually ghost recon models i found in 3ds format at @war. I modified them the best i could to fit. Plus they came with textures, so i didn't have to worry about mapping them biggrin_o.gif . The reason I picked the ghost recon models is that i wanted to make a full set of russian federation soldiers (north, south and winter). Ghost recon has the best recreated and easy accessable models so far, so when i found them i decided to go with that insead of making several new models and textures from scatch. i've got a deadline of july 16th, that's when i leave for basic training, even so, i'll probably wont be able to finish.

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Hehe, I've been messing with those GR 3ds files off and on for months... never could find the time to get them tagged properly. I always had the top of the legs doing odd warping, and the arm joints just killed it for me. I finally got one to work ok, but to do that same tagging over a larg number of them would drive me crazy. Granted once you make one, the rest would go very easily, but damn.... they're tough to tage right with them looking very "stretched" in-game. The waist pouches seemed to triple in size vertically once in-game due to stretching.

send me an email,and i'll send you the ghost p3d, maybe it will help you.

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actually, I figured some of that out. It takes lots of trial and error with the weight percentages to get the arms working. it just the hips that I have the most trouble with. maybe i should get a hold of capt moore, i hear he did some counterstike model conversions.

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actually, I figured some of that out. It takes lots of trial and error with the weight percentages to get the arms working. it just the hips that I have the most trouble with. maybe i should get a hold of capt moore, i hear he did some counterstike model conversions.

You can DL the old versions from the net to see how he did it.

Curious, what do you mean by "weighted." Can you explain exactly what you did? I've never used that for any of the BAS or Nam pack units? Maybe ST did that before binarizing, but I doubt it. All I ever did was just try to tag them with the most logical selection and they worked fine in-game.

hehe, maybe you can email me an example arm or leg ( you don;t have to send the whole thing if you don't want to ) I'd just like to see what you did exactly and try to emulate it if it works well.

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when you right click on a groups name (ex. hlava) and select "weights" a little box will pop up that'll have a list of all the groups that share hlava's vertex's along with a number (0-100), you can change these numbers to any number 0-100. Ex. under hlava there's a group called krk with 50%, that means the vertex's that krk shares with hlava are half stuck to hlava, or something. I'm not to sure if that is exactly the case. I made a model for the game jedi knight ii, that required you to caste the 3d model around a basic skeleton and then weight each part of the mesh to a bone on the skeleton.

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Hehe, thanks, I had no idea about that... but it still doesn't answer as to what they do or how they work... or why you would want to edit them.

I guess I'll do a search and see if anyone else has explained them.

Thanks, and good luck on the GR models.

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