by Genegineer » Sun Oct 14, 2007 4:15 am
The rigging is done in your favorite modelling program. Blender is supposed to do animations, but I dont think it exports to the correct fromat. However, the way I would do it is to 1) model the character in Blender and save in .obj file format, 2) get Milkshape, import the model in the .obj file format, and 3) resize the model to fit one of the default Nex skeletons, and weigh the model to the skeleton. The default nex skeletons are downloadable in .smd file format. Once done with resizing and weighing to a default skeleton, you can copy the rest of the poses to the appropriate foldes and compile it into a .zym file. If you choose to create your own skeketon, you will have to create all new animations, but the new animations will have to named properly. Don't forget about the animation config file!