hmmm....have you actually got that to work ? Every time I tried to change that on a skeleton, it ignored my change and my unit was unchanged.
Have you got something that actually has that sort of change in it that you could send me ?
I tried moving pivot points a LOT before V's animation editor allowed scaling of skeletons to work. Try moving the shoulder pivots out to double the shoulder width, and see if the change shows up in game. As I understood it, the animation controlled the rotational changes made to the joints, but not the joint locations. This was in the SKELETON.DAT file, which is unaffected by animation changes. Any translational or scale changes made in teh animation CAS files, or the model CAS file were ignored. SOMETHING over-rides them.
This is doubly puzzling, though, if th DAT files is just a binary version of the descr_skeleton.txt file.
Perhaps someone in the know could confirm for me:
1) WHAT defines the position of each joint .... model file skeleton, skeleton dat, skeleton idx, animation CAS ????
2) What is in SKELETON.DAT
3) What is in SKELETON.IDX
4) What is in PACK.DAT
5) What is in PACK.IDX
I think the confusion currently inducing my brain to melt and dribble out of my ears is largely down to the basic lack of understanding of those 5 questions. I thought I understood it..but clearly I don't!
Anyway...important as this clarification is to my mental wellbeing, it doesn't bring us any closer to running a game without the files in Q2-Q4.....
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