
yukonmuffin
Joined: May 10, 2007
Breakn' Stuff to look tough.
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Posted: Jun 18, 2009 01:01 AM
Msg. 1 of 6
How would One go about getting the biped nodes from a flood combat form so I can make a custom character animation for a cut scene?
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Headhunter09
Joined: May 6, 2008
This is the truth.
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Posted: Jun 18, 2009 08:19 AM
Msg. 2 of 6
You can't make new recorded animations. To get the model and nodes, use the GBX model importer, by TheGhost. Its on this site. There are also some other applications in the utilities section that could help you.
What you can do is make a .JMW, which is like it, but I don't really know how that works.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jun 18, 2009 09:28 AM
Msg. 3 of 6
He didn't say recorded animation. He meant custom animation, and custom animations CAN be played ingame.
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yukonmuffin
Joined: May 10, 2007
Breakn' Stuff to look tough.
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Posted: Jun 19, 2009 02:30 PM
Msg. 4 of 6
.jmw is what I want. It's a world-relative animation, meaning I record it in 3ds max on the bsp and it plays exactly where I want it to regardless of the biped's position.
How do I turn the nodes into animatable bones?
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Headhunter09
Joined: May 6, 2008
This is the truth.
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Posted: Jun 20, 2009 10:28 AM
Msg. 5 of 6
Look up a rigging tutorial?
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BeachParty clan
Joined: Oct 12, 2008
Sooo... You wanna switch to Red team huh?
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Posted: Jun 20, 2009 06:41 PM
Msg. 6 of 6
Quote: --- Original message by: yukonmuffin .jmw is what I want. It's a world-relative animation, meaning I record it in 3ds max on the bsp and it plays exactly where I want it to regardless of the biped's position.
there ya go, there're still some smart people here Quote: --- Original message by: yukonmuffin How do I turn the nodes into animatable bones?
i guess you imported the nodes, otherwise you wouldnt have them to convert you can import the gbxmodel and import the nodes as bones, it has a checkbox, bluestreaks importer that is
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