Yet another droid. [Playermodel]

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Postby toneddu2000 » Sun Sep 13, 2009 5:02 pm

http://www.box.net/shared/k5toq46olsVersion 2_4d
corrected imperfections in run + strafe left / right or run backwards + strafe left / right
For those who want to know how to correct them:
I was so stupid not to find 4 animations at the bottom of the NLA editor.
There are: forward right/left and back right/left, so if you correct these you correct the problem,simply!:D
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Postby MC SE7EN » Mon Sep 14, 2009 1:31 pm

awesome! great model man..im really liking it..
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Postby MC SE7EN » Mon Sep 14, 2009 1:37 pm

Hmm... the way he holds the crylink looks a little funny compared to the other weapons..

Image
Image
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Postby Bommel » Tue Sep 15, 2009 2:46 pm

It is updated on the Prophets server once more (thx Lost!).
I tested it and except of the strange size difference between the bot and the weapon I didnt found anything.... at least nothing that disturbed me.

Now fixing only the weapon-holding thing and it should be ready... :)
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Postby toneddu2000 » Wed Sep 16, 2009 11:17 am

Bommel wrote:Now fixing only the weapon-holding thing and it should be ready... :)

So, What should I change?The way it holds the weapon in all animations or just in certain animations?Please be more detailed :D I think is not a problem of bones inclination. Instead, I think it's a weapon problem because, in the image that MC SE7EN posted (thx!) it shows well that with other weapons it fits good, maybe crylink has a problem with y - axis distance? I don't know, I'm just making a supposition!
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Postby ai » Wed Sep 16, 2009 11:45 am

Yes, the Crylinks tag is mispositioned to fit with that model, other models it might fit better with, especially the robot/quark/crash one.
There really isn't an easy solution, I believe it's this star wars robots hands which make it look weird.
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Postby toneddu2000 » Wed Sep 16, 2009 12:22 pm

sorry ai, can you please explain how weapons are "attached" to characters? Because I'm thinking of it in these days but I can't figured out in which way developers used to realise it. Is it a sort of piece of code that looks for a bone named always in that way (like Bip 01 hand L) or is it more complicated?Please explain this, because if I can achieve a lot of informations I could start in these days a tutorial for exporting models!
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Postby FruitieX » Wed Sep 16, 2009 12:47 pm

toneddu2000 wrote:Is it a sort of piece of code that looks for a bone named always in that way (like Bip 01 hand L)

Yeah, I'd say that's correct.
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Postby ai » Wed Sep 16, 2009 12:51 pm

It's as you mentioned. It's a bone with a specific name, similar (if not) like the one you noted. However, that is the old naming convention, to stay up to date and to remove these old tags (it's not really straightforward that 'Bip 01 hand L' is where the weapon is supposed to be), please name the bone in which the weapon will be attached to 'tag_weapon'.
I believe the weapon model also has a bone named that (or similar, I haven't checked). Then in the code it is specified to look for a bone with those names and attach it to places.

This 'tag_weapon' name is rather new so not many people would know about it. But now you do. -_^
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Postby toneddu2000 » Wed Sep 16, 2009 2:10 pm

thx a lot ai! I noticed that any model I imported in blender(pyria,carni and grunt) has old naming convention ("bip01 r hand").So I'll rename that bone to tag_weapon and we'll be able to see the difference! :D

edit:Do you know if there's an"official repository"for div0's exporter/importer scripts, maybe the uptodate one, or is it the only the link in the forum?
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