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ttt

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About ttt

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  1. thromp: no that wasn't bad info you gave me! synide: thx! I'll have to see if I need to set the rotaion too but right now I'll start creating the model. Then I have enough motivation to deal with the other stuff. had problem to export weights from a skin modifier with Soul_Assassin's 3DSMax Tools, but maybe I wast just too stupid. I'll try again
  2. exporting as 3ds (in any way you might be able to) doesn't help. the pivot of every object is always 0,0,0 and so the rotation exporting animation is not my goal and as far as I know there are plugins for that. for exporting the model I'll write a maxscript to export a universal bistudio txt. If there is not already one available Anyhow.. Anyone knows if it might be possible to extract the data out of animation files? Is there no one making character models or is everyone just weighting the stuff in oxygen ?
  3. heyho, reading the last 3 days through the editing info regarding arma2 and character models. Now what I really need as last thing before I start are the bones of the male soldier. What I have is the visual representation. But I need every bone as object or dummy with it's own position and rotations and parent / child dependencies (at least the last one could be drawn ouf of CfgSkeletons) There is a file called "SkeletonPivots" under "\ca\anims\Characters\data\Skeleton" I guess this one will be linked automatically to the empty spot in the model cfg calling // location of pivot points (local axes) for hierarchical animation pivotsModel=""; So, anyone knows how to get the skeleton? Maybe even BI could release a simple file in fbx format or something like that?! Would be very kind and helpful. (animations & skinning debugging)
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