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Bone_weapon ut2k4 blah blah blah (Forums : 3D Modeling & Animating : Bone_weapon ut2k4 blah blah blah) Locked
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mikejkelley
mikejkelley Dream Caster
May 4 2009 Anchor

I'm using custom chars and anims, all created in 3ds max 7. I haven't bothered with weapons to this point because my chars use telekinesis primarily. But now I have a char that I want to wield a gun.

Ques. no. 1... do I have to rename "bip01 R hand" to "righthand" in max? If so, this will be a HUGE problem as I have a gazillion animations. Will I have to go thru each one renaming the hand?

no. 2... I began under the impression that I could just add a bone floating under my bip's hand, name it Bone_weapon, export the .psk, import it and add all the pertinent mesh->attach->sockets info, and ut2k4 would do the rest. I was hoping it would be smart enough to just float a gun out there in-game. But now I'm guessing Bone_weapon must be present in each and every animation? Is this correct? Am I not linking the Bone_weapon correctly in max?

Thnx for any and all help!

MIKE

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"Must not contain copyright material "

"The mod is unique and original and not in violation of anothers intellectual property."

NotMe!
NotMe! MN-Dev
May 5 2009 Anchor

Well i'm useing default Max names on bones, However they need to be same on the code, so dont know what the names are in ut2k4 as i'm modding Red Orchestra which is UT2.5 based game.

Second thing is that bones doesnt need to got physical connections.. how ever u need to connect them all in Schematic View to something or connect
them by uesing Modifier List -> Physique.

Yap well i think wepon should be shown in every animation, even that you can hide it inside body in 3rd person animation and outside camera view in 1st person animation.

mikejkelley
mikejkelley Dream Caster
May 6 2009 Anchor

Thnx, the prob I had was not linking the bone_Weapon to the bip01 R Hand properly.

Now I am having a new prob, I want to replace the ut2k4 assaultRifle mesh, but for whatever reason exporting the custom mesh from max elicits the following error: Warning: No valid skin triangles digested (mesh may lack proper mapping or valid linkups)
The mapping's OK I think, and since I don't know much about linkups I'm inclined to think it is that. I've found plenty of "fixes" for this exact error message by searching, but none that work for me. I think I may be in need of a tut. ANy and all help will be appreciated!

--

User Posted Image

How many people have read the moddb.com TOS?

"Must not contain copyright material "

"The mod is unique and original and not in violation of anothers intellectual property."

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