walkingbeard Posted August 20, 2002 Share Posted August 20, 2002 Hi I can't find anything about this, so: As I see it (as a beginner), once you have created a player model, you must find a way to animate it. This is usually done for JK2 by weighting your model to the root.xsi skeleton. This is a problem for non 3dsMAX users because there is currently no importer/exporter for XSI files for gmax/milkshape etc. How does this mixture between the model (modelname.glm) and the animated skeleton (root.xsi) work? When you are weighting the model, you are obviously using a skeleton you have extracted from the JK2 PAKs. How does your model reference that when converted from MD3 to GLM and put into a PAK with its textures, shaders and skins? Why can't (in theory) modeller animate their own models and why doesn't anybody write a XSI importer/exporter for gmax? It's all rather confusing, really! Link to comment Share on other sites More sharing options...
FluxHavoc Posted August 20, 2002 Share Posted August 20, 2002 I believe they released a file for milkshape that simulates the ROOT.XSI positioning closely in order for users of that software to model for JK2. Go to polycount.com then JK2 Resources. It should be there. Link to comment Share on other sites More sharing options...
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