Cloud333 Posted February 28, 2005 Share Posted February 28, 2005 After attaching the bones to the mesh of a new model its animations come out extremly buggy. However all the bones are attached in the exact places as the other models in the game. In many places when you simply walk the legs seem to stretch out a little, and for some reason the arms are berried in the torso. Has anyone encountered this problem before? I could post some screenshots of just how messed up the animations get in the game. Link to comment Share on other sites More sharing options...
deathdisco Posted February 28, 2005 Share Posted February 28, 2005 The model format is not fully cracked (KOTOR 1). New animations are not yet possible. Link to comment Share on other sites More sharing options...
Cloud333 Posted February 28, 2005 Author Share Posted February 28, 2005 Yea, I know... but I wasent tryng to implement new animations. I was just assigning bones to the mesh(such as feet, shin, thigh). I exported the model after I assigned them but the animation went all weird. Like for example the legs would overstretch and become very skinny when your running. Its like the model isent solid... its unstable or something. Link to comment Share on other sites More sharing options...
deathdisco Posted March 1, 2005 Share Posted March 1, 2005 OK I'm not an expert on modeling KOTOR, as I understand it we are limited on what can be done to body models and have them still be useable in game. I know Svosh flatten the pockets on one of the light armors and Xavier2 tweaked the jedi robes to look more like they do in the movies. I'm not sure if it's possible to edit the bones. I think we can only move vertices around. Maybe someone more knowledgeable on the subject could explain further. Link to comment Share on other sites More sharing options...
Cloud333 Posted March 1, 2005 Author Share Posted March 1, 2005 I wasent really editing the bones on model. I was assigning the existing bones after recreating the mesh. I made major changes to the model so i had to resign all the parts back to it... It actualy assigned the bones autimaticly all I had to do is say which bones belonged to which body parts. It already knew where to place them. I cross referenced to other models to make sure it was all correct. Without assigning the bones the model will just be a stiff and not move at all. All the parts move now but theres problems with the mesh. Link to comment Share on other sites More sharing options...
Cloud333 Posted March 3, 2005 Author Share Posted March 3, 2005 Ok, I made a picture of most of the glitchs with the mesh. http://i2.photobucket.com/albums/y16/MojoMaster/Untitled-1.jpg Does anyone know what would be caussing this? Any help is appreciated. Link to comment Share on other sites More sharing options...
cchargin Posted March 3, 2005 Share Posted March 3, 2005 Hello, One thing that might be causing this is that there is a lot of data for skin mesh that I do not understand yet. I get around this by copying data from the original model into the newly compiled model. That is why you have to have the original model available when you compile an ascii model that has skin mesh in it. Now this data that I am copying definately looks like some sort of data for the bones. It is likely that the new bone weights you have made are not close enough to the pre-compiled data that is copied from the original model so that you get these weird problems. I am not completely certain of this though. I have heard about other people being able to do some interesting stuff with body models. One thing I thought of, did you change the names of any of the meshes? Link to comment Share on other sites More sharing options...
svösh Posted March 3, 2005 Share Posted March 3, 2005 Cloud333 the problem you are having is due to badly weighed mesh. Leave the original bones / envelopes and helpers intact. You can replace a complete body model. The real trick is weighing the mesh to the envelops properly. So you don’t get what you are experiencing and believe me when I say it will take some time to get it right without distortion. svösh Link to comment Share on other sites More sharing options...
Cloud333 Posted March 4, 2005 Author Share Posted March 4, 2005 Oh!!! That would explain it.. because the legs are from another model and the bone weight for that model is probably different! Hmm, though I didnt touch any part of the upper body as it is, but I have some theories for that. Thanks guys!!! Link to comment Share on other sites More sharing options...
Malivolus Posted April 10, 2005 Share Posted April 10, 2005 Sorry to bring up old post, but I have a question on TSL animations, more specifically, why is the pivot point of animations at aurorabase? If I playback the animations they are all "screwy", I tried moving the pivot to rootdummy, but that didn't help much, since the animations still used aurorabase as pivot Maybe somone could point me to some tutorials on animation (NWN or Kotor). P.S. Maybe I'm missing something due to my ubernoobness, if so please point me to right direction Link to comment Share on other sites More sharing options...
T7nowhere Posted April 10, 2005 Share Posted April 10, 2005 none of our current tools can handel the animations in KotOR. Link to comment Share on other sites More sharing options...
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