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[k1] question: is it possible to model animated capes?


Jedi.Maverick

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None of the files that store the player character animations have bones to allow the movement of cape, different from TSL where the bones and animations are there. The Darth Revan model has the bones to move it, and even has some Cut Scene animation that gets screw up when it is imported in GMAX, but unless there is a way to create animations inside Darth Revan model and be able to make the game use it (like HK animations) I doubt we will be able to have a nice cape movement.

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I'm thinking theoretically the best you could do (without doing what Kha suggested, since it's probably not possible yet) would be to reweight the cape to the bottom of the feet and the legs. This is a very cheap and unrealistic way to fake cape movement, but a lot of people would argue it's better than the cardboard cape there currently is. Then again I know a fair amount of people who would say it isn't any better. *shrug*

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I'm thinking theoretically the best you could do (without doing what Kha suggested, since it's probably not possible yet) would be to reweight the cape to the bottom of the feet and the legs.

Yea, theoretically it could work, but since the cape mesh can not use all the bones of the body, only the ones assigned to it previously (cape and upper torso) its weights can not be changed to other bones except those.

 

Once I've tried to change it in a underwear model to remove the action figure joint look of its shoulder but I couldn't add the arm bones to the body mesh, no matter what. If someone knows how to do it, please let us know. Hope it is only MDlops limitation, which means someone can change it to make it work. ;)

 

Edit: Thinking a little further, we could just get the cape and robe mesh and import it into another model, do a little merging, and then we would be able to assign the weight of the cape to any bone of the body, except to the arms bones and feets, depending of the model base used.

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