Hi Everybody
Cleaned up after the storm and rain and ready to get back into it. I'm really impressed with the work @KE and @Cas have been putting into the headers and footers, I was going to suggest we take a look at them but you've already started.
One thing I did spot in the Aztec figure was the screwed up skeleton:-
Not quite as neat and hierarchical as the '4' regular figures and the weapon/shield bones are missing. I've printed out the excellent stuff you've done and will now sit down and come up with a pattern for extracting stuff stored in the Milkshape file and storing it in a Mesh file. Incidentally, just because the files are stored in a MS3D file format, doesn't mean you have to use Milkshape. The format is becoming available in a number of software products, I'm currently having a look at FragMotion as an alternative modeller and animation creater. MS3D also opens up in LithUnwrapper and Ultimate Unwrap for skinning (and conversion) purposes.Processing bone strings, number = 20
8 bone_abs 0
12 bone_eyebrow 1
9 bone_head 2
8 bone_jaw 3
14 bone_Lclavical 4
11 bone_Lelbow 5
10 bone_Lfoot 6
10 bone_Lhand 7
14 bone_Llowerleg 8
11 bone_LThigh 9
14 bone_Lupperarm 10
11 bone_pelvis 11
14 bone_Rclavical 12
11 bone_Relbow 13
10 bone_Rfoot 14
10 bone_Rhand 15
14 bone_Rlowerleg 16
11 bone_RThigh 17
14 bone_Rupperarm 18
10 bone_torso 19
Right, I'll sit down now and come up with some rules and pseudo code for the header/footers. As you guys look through the files could you just take notice of the bounding sphere values and see if they follow any sort of pattern ie dependent on foot vs mounted, or sword vs lance, etc. That may be handy to come up with some default values.
Everybody else that's offered to help, there'll be a place for anybody willing to risk a ctd in the name of progress, if you can make the necessary changes to get a new figure into M2TW that would be a great help too.
Cheers
GrumpyOldMan
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