Skeleton

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Skeleton

Postby coolduderyan07 » 04-20-2005 05:30 PM

OK Ive taken the Biped model from 3ds max and named all the bones correctly.. then when i import it into OED It crashes....
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Postby -SyNDrOMe » 04-20-2005 07:03 PM

name them without "BN" and add attachments points and center points at the end and beginning of each biped part.
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Postby deltamish » 05-28-2012 03:23 AM

Even i have the same problem can you give some example about the naming conventions
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Postby DareHacker » 06-06-2012 02:05 AM

Hi,

just a quick response, applies to the standard skeleton.

Name the Biped COM node "noBip01".

All other Biped bones making up the Novalogic standard skeleton need to be named BNxx, where xx stands for a unique number. For convenience you may add a name, i.e. the Pelvis would become "BN01 Pelvis".

No hinges, no attach points or something for the Biped bones.

Keep in mind that NL's AI/Player skeletons have no fingers or toes. So just name these i.e., "noBip01 Finger01".

A picture of the standard Biped skeleton used by NL can be found in the SuperOED manual found in the JO development tools package.

If you want to do characters as they are made by NL and others, you shouldn't use static meshes. You should use the skeleton, the mesh and the so called "Physique modifier" in 3DS Max and make it a skinned mesh, where the mesh vertices are bound weighted to bones. But that will require you to use Max 5 and character studio because the exporter provided by NL's "dfbhd mod tools" won't run on Max 6 and up.
It's more work, so I guess it depends on how enthusiastic you are ... :wink:

DH

Edit: The naming Syndrome described is for static meshes, means the bones are not detected as bones by OED because of the missing BN. By removing the BN they turn to mesh objects, from OED points of view. It should work this way but I'm sure it is not the idea behind bone driven character meshes.
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Postby loa » 06-07-2012 11:57 AM

excellent info bro, i had been thinking of getting back into nova modding for a total conversion into a zombie game and with out info such as this it would be pointless. bytw i still have max 5 on disk which is good i guess and i still have a ton of my samples to work with but motivation is all ways a drag
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Postby loa » 06-07-2012 12:00 PM

lol i should all so add been thinking of doing the same thing on gta4 or the udk development pack
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Postby DareHacker » 06-07-2012 12:34 PM

Loa, you don't need Max5/character studio, not really. ;-) I simply described the ...well... "official NL way", using the official tools, to create characters.

Just let me know if you want to go deeper into the character stuff. I'll see what I can find in MY "tool" box. ;-)
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Postby dfs.ram » 06-09-2012 06:31 PM

well done on finding out how to make Bot's for Nova i see you a nice person to get help from keep up the good work.
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LOA

Postby dfs.ram » 06-09-2012 06:47 PM

you are talking about modding for nova well let's see if you are willing to do BF2. as know i am working on a new Bf2 mod it's just like 1942 and there's more people playing it then bf3. People do like modding in the EA part of BF2 as it's stand's but just trying to help out not trying to piss no one off on the site...
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