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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Rigging the Flood combat form...

Author Topic: Rigging the Flood combat form... (4 messages, Page 1 of 1)
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Rexhunter99
Joined: Jan 27, 2007

- C++ Programmer


Posted: Jul 8, 2008 12:08 AM    Msg. 1 of 4       
Okay no screaming to look for a tutorial coz the Flood form is very difficult, what I want to know is how would I rig it? I can rig my own meshes its just that I don't totally understand the whole regions and permuations thing.

Where do I start and what exactly do I do?

Do I rig it body part by body part and export each part as its own .jms?

I know its kind of a vague question but help is much appreciated!

BTW: This is why Im rigging the floodcombat again:



Edited by Rexhunter99 on Jul 8, 2008 at 12:25 AM


Bokito
Joined: Oct 31, 2007

Playing ODST since 09-21-09


Posted: Jul 8, 2008 07:15 AM    Msg. 2 of 4       
you can try to look at the gbxmodel of the normal one.


HDoan
Joined: Feb 19, 2007

"'Tis only happens to them Asians" - ODX 2008


Posted: Jul 8, 2008 12:12 PM    Msg. 3 of 4       
I believe you have one permutation as just the flood (You can use the halo 1 rig if you wish) and then another .jms as a seperate permutation and in a different region called $damaged. Thats how you would do some other destructable stuff at least.


Rexhunter99
Joined: Jan 27, 2007

- C++ Programmer


Posted: Jul 8, 2008 08:05 PM    Msg. 4 of 4       
Its hard to see, but the floods actual model is exactly the same as when I imported it, only I attached the armoured models to the correct body parts.
The damaged parts are there too, they are just concealed underneath the undamaged parts.
I cant remember how to make a Permuation and a Region HDoan, any more info, and thanks for coming here!
:)



Edited by Rexhunter99 on Jul 8, 2008 at 08:06 PM

 

 
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