
Nebulon
Joined: Jan 6, 2008
I am a noble warrior!
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Posted: Sep 2, 2008 04:14 PM
Msg. 1 of 11
i need some help getting some custom bipeds to work. FYI, plz dont tell me to ask haloguru for help. i already asked him some things and he left me for no reason.
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bobbysoon
Joined: Feb 1, 2007
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Posted: Sep 2, 2008 08:32 PM
Msg. 2 of 11
First problem I see is you're not providing any information for anyone who might be willing to help you help you. ;/
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Nebulon
Joined: Jan 6, 2008
I am a noble warrior!
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Posted: Sep 3, 2008 08:30 AM
Msg. 3 of 11
i cant get them exported properly and i cant get the collision geometry either. i have tried using both Bluestreak which wont export at all. it says something about too many actors in the scene. i tried Blitzkreig or whatever it is called and i cant get the vertex weight injector to work with that.
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Advancebo
Joined: Jan 14, 2008
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Posted: Sep 3, 2008 04:23 PM
Msg. 4 of 11
everything has to be somehowly linked to the bip01 pelvis. or the bip01. maybe your model is not linked
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Nebulon
Joined: Jan 6, 2008
I am a noble warrior!
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Posted: Sep 3, 2008 06:38 PM
Msg. 5 of 11
Quote: --- Original message by: Nebulon ... it says something about too many actors in the scene. i tried Blitzkrieg or whatever it is called and i cant get the vertex weight injector to work with that. how do u think that? how do u think i got it to export using Blitzkrieg without it being linked?
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AHS_SONIC
Joined: Dec 9, 2006
mmm toasty
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Posted: Sep 3, 2008 08:10 PM
Msg. 6 of 11
yea too many actors is you have more than one main node for bipeds, all bones must be linked to bip01_pelvis, and and all makers and nodes except bip01 must be linked to bip01 er wutever the main node name is i forget
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Nebulon
Joined: Jan 6, 2008
I am a noble warrior!
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Posted: Sep 4, 2008 05:20 AM
Msg. 7 of 11
no i tried that. but even so, aren't the markers supposed to be linked to their cooresponding bones, Sonic?
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bobbysoon
Joined: Feb 1, 2007
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Posted: Sep 5, 2008 12:30 PM
Msg. 8 of 11
He means all objects should be linked together, and bip01 pelvis should be the root. It's like a tree. Think of the markers as apples, and the frames/nodes/bip01s are the branches. The mesh can be a rope swing, though rope swings usually aren't hung from the trunk
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keeefers
Joined: Jul 14, 2008
xfire-keeefers master chief loves cupcakes:)
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Posted: Sep 9, 2008 09:39 PM
Msg. 9 of 11
i think it would be awsome if someone made a haybusa model(halo 3)
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Mythril
- Screenshot Guru -
Joined: Mar 29, 2008
Jeffrey Albert Waldo
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Posted: Sep 10, 2008 03:43 AM
Msg. 10 of 11
Quote: --- Original message by: keeefers i think it would be awsome if someone made a haybusa model(halo 3) If you think it's so awesome, go make your own thread and post about it there. Not bump a old one, that has nothing to do with a haybusa.
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Matooba
Joined: Dec 26, 2005
Crust on Halomaps! :)
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Posted: Sep 10, 2008 11:25 PM
Msg. 11 of 11
Ok this is actually more of a project than you think. You only need a model btw, no collisions. PM me and I will explain this to you as I know bipeds too and the easiest way to weight the biped which people thought was hard.
Example: (note: this is assuming you have the hierarchy right) Rename all the (bip01) to (frame) then try exporting. Its not seeing a frame on export. Edited by Matooba on Sep 10, 2008 at 11:28 PM
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