Question here on weapon bones, a weapon skeleton(s) is specified in the unit xml which is used to compile the finished .mesh so I'm guessing this bone data is pulled from there?
Code:
<Skeletons>
<Skeleton>
<Mount>Horse</Mount>
<Primary>MTW2_HR_Spear</Primary>
<Secondary>MTW2_HR_Non_Shield</Secondary>
<PrimaryAttachment>MTW2_HR_spear_Primary</PrimaryAttachment>
<SecondaryAttachment>MTW2_Sword_Primary</SecondaryAttachment>
</Skeleton>
There looks to be a number of different primary/secondary skeletons in the idx, would these affect things or are they just neccessary due to the way ca compiled the models? Also could animated weapons be possible?
Re bounding spheres, theres only 4 values here so its xyz and a radius aye? From what I've seen the radius for dismounted is usually around 1.0-3 and mounted lancers 2.0-1, mounted archers and such are usually the same as infantry so I'm guessing the mounts are handled separately and weapons affect the size.

Originally Posted by
Suraknar
I will be looking for alternatives such as using .xml templates to probably be able to mix and match models (Body of A with head of B) from existing stock models (should not be against any licensing doing that).
This wont be possible with an xml file afaik, the data is mixed up to much for it to be possible without extracting the parts from the .mesh and writing a completely new file. Changing primary/secondarys is possible with a bit of hex editing but unless you had some way of automatically re-writing the triangle values it could take you some time.
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