Ok, some success with adding extra bones to make a tailed unit.
Wrote a utility to reorder bones and put the weapon/shield bones at
the end with the new bones in front of them. Another utility exports
the new skeleton file and hierarchy tree to all the .cas files in a directory
putting in 0.0 0.0 0.0 1.0 quats for the new bone rotations and
0.0 0.0 0.0 for the new bone animations deltas and puts the new bones
in the pose data. Then used animmerge to pull the animation into the
.ms3d file and opened in Milkshape with the walk animation. Then animated
bone_tail1 in the keyframer. Here's the result:

I just assigned some vertices to bone_tail2 to make a fake tail using
the existing vertices in armored_sergeants. The red circle is bone_tail1
and the green is bone_tail2. The animation just wags the tail for 19 frames.
The problem is back converting. GrumpyOldMan's didn't work for me so I
tried the Python meshconverter which just uses the bones that are in
the .ms3d file. The only modification is the node numbers. I'm guessing they
should go like this:
Code:
bone_pelvis 0
bone_rthigh 1
bone_rlowerleg 2
bone_rfoot 3
bone_abs 4
bone_torso 5
bone_head 6
bone_jaw 7
bone_eyebrow 8
bone_rclavical 9
bone_rupperarm 10
bone_relbow 11
bone_rhand 12
bone_lclavical 13
bone_lupperarm 14
bone_lelbow 15
bone_lhand 16
bone_lthigh 17
bone_llowerleg 18
bone_lfoot 19
bone_tail1 20
bone_tail2 21
bone_weapon01 22
bone_weapon 22
bone_weapon02 23
bone_weapon03 24
bone_shield01 24
bone_shield 24
Will try to make a new animation family and put it in descr_skeleton.txt
and see if the extra bones work in the game this weekend.
Bookmarks