Will MS extend the skeletons? |
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Will MS extend the skeletons? |
Jul 30 2011, 4:44 PM
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#1
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![]() Master Director Group: Pioneers Posts: 1,075 Joined: 12-February 09 Member No.: 4,235 |
Would MS be interested in extending the skeletons? Perhaps adding wings and tails and tentacles or whatever. How many files would be effected by such a change?
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Jul 30 2011, 7:04 PM
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#2
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![]() Master Director Group: Pioneers Posts: 1,562 Joined: 30-June 06 Member No.: 5 |
How many files would be effected by such a change? All of them. The skeletons are very fragile, simply re-exporting the original ones tends to break everything. Adding extra bones would do likewise. An altered skeleton would need a set of new base animations at the very least, and a re-export of every animation from every pack to be completely compatible -------------------- Chris Ollis
Caretaker of www.moddingstorm.co.uk, the one stop shop for all your extra addon needs Plus Minor Web Celebrity, Viral Guru, Toy designer and BBC comedy writer :D |
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Jul 30 2011, 9:58 PM
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#3
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![]() Master Director Group: Pioneers Posts: 1,075 Joined: 12-February 09 Member No.: 4,235 |
I actually have added bones already that do not effect any current animations. I got as far as having tail, wings and antennae bones that were all higher numbers (and different names) than the existing bones. Non of the current animations are effected by these bones, and I have rigged up a set of wings. The skeleton works fine in the Modshop, and in runtime, but I have an issue with the new animations (using the added bones, and the state engine panel not showing up when I select my new cafs in the Modshop). I'll double check my work, but with everything else working normally, I am led to believe there is some other file(s) that need that bone list(see below).
Let me know if you would be interested in looking at my new skeleton, and I can send a CSF or the Misfit Model 3d file (this goes for staff only right now, sorry all.) I am curious about the "skeleton.txt" and "Femal01.properties". When I removed these files from their folder completely, I noticed no difference in behavior in the Modshop, but did not check the runtime. |
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Jul 30 2011, 10:06 PM
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#4
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![]() Master Director Group: Pioneers Posts: 1,562 Joined: 30-June 06 Member No.: 5 |
well that goes against what I was aware of. oh well.
-------------------- Chris Ollis
Caretaker of www.moddingstorm.co.uk, the one stop shop for all your extra addon needs Plus Minor Web Celebrity, Viral Guru, Toy designer and BBC comedy writer :D |
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Jul 30 2011, 10:25 PM
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#5
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![]() Master Director Group: Pioneers Posts: 1,075 Joined: 12-February 09 Member No.: 4,235 |
Curiosity killed the cat.
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Aug 1 2011, 9:50 AM
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#6
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![]() Master Director Group: Administrators Posts: 4,234 Joined: 18-January 07 Member No.: 116 |
I think skeleton.txt is unused for anything (although there is a reference to it in the code, I'm not convinced it does anything useful).
Male01.properties and Female01.properties are used to do retargeting between male and female skeletons, and to do mirroring (so an anim that moves the left leg instead moves the right). Just checking - when you tried the new skeleton, did you make sure that there were no other skeletons in that puppets folder? Including in any addon? There may well be character skeletons in BaseBeta2 or Pioneer01, which would interfere with such experiments. -------------------- Ben Sanders
Moviestorm Ltd |
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Aug 2 2011, 2:57 AM
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#7
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![]() Master Director Group: Pioneers Posts: 1,075 Joined: 12-February 09 Member No.: 4,235 |
I don't have the beta packs, as they were before my time. I thought of an error I may have made and will futz with it some more.
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