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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Exporting a biped with bluestreak.

Author Topic: Exporting a biped with bluestreak. (16 messages, Page 1 of 1)
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Dark Neon
Joined: Jun 8, 2009


Posted: Mar 13, 2010 08:18 PM    Msg. 1 of 16       
I've renamed all the Halo 3 Grunt bones to the Halo 1 bone names, all I want to know is how to export this damn thing. Like, step by step on how to do it.


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Mar 13, 2010 08:37 PM    Msg. 2 of 16       
watch jahrians h2 master chief rigging tutorial at the end he exports. then go to my thread that asks how to export a biped.


Dark Neon
Joined: Jun 8, 2009


Posted: Mar 13, 2010 08:57 PM    Msg. 3 of 16       
Lol, all I know how to do it do stuff with the bones. No clue how to link stuff. So, yeah. Complete nub at this crap atm.


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Mar 13, 2010 09:06 PM    Msg. 4 of 16       
just send me the model.... Ill do it for you.


Dark Neon
Joined: Jun 8, 2009


Posted: Mar 13, 2010 09:22 PM    Msg. 5 of 16       
I want to do it myself. :|
I've been having fun with the animation importer, the bones work quite well with the halo 1 animations.
I just want to know how to export the damn thing. Without getting "There is no geometry to export" message.


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Mar 13, 2010 09:27 PM    Msg. 6 of 16       


Dark Neon
Joined: Jun 8, 2009


Posted: Mar 13, 2010 09:30 PM    Msg. 7 of 16       
"I should've mentioned that 'bip01 pelvis' is the main parent node.
Make sure it is not linked to anything, children nodes are linked to it, and children are linked to it's children. The mesh should be linked to the pelvis as well, if it is weighted (skin modifier)."
Ah, so thats what the parent node is. Now... how do I link everything to it? :/


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Mar 13, 2010 09:31 PM    Msg. 8 of 16       
idk... I dont have the model so I wouldnt know lol. pm the link to the model so I can try to help you.


Dark Neon
Joined: Jun 8, 2009


Posted: Mar 13, 2010 09:42 PM    Msg. 9 of 16       
I would but I cant find the link.
Edit: I created a random box and named it "frame" and now i get this "There are too many actors in the scene! Cannot export single model." I know that it has something to do with the bones not linked to a parent node or something similar like that.
Edited by Dark Neon on Mar 13, 2010 at 09:47 PM


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Mar 13, 2010 09:55 PM    Msg. 10 of 16       
Quote: --- Original message by: Dark Neon

I would but I cant find the link.
Edit: I created a random box and named it "frame" and now i get this "There are too many actors in the scene! Cannot export single model." I know that it has something to do with the bones not linked to a parent node or something similar like that.
Edited by Dark Neon on Mar 13, 2010 at 09:47 PM



..... bipeds dont have frames.


Dark Neon
Joined: Jun 8, 2009


Posted: Mar 13, 2010 10:03 PM    Msg. 11 of 16       
Bleah. Can someone just tell me how to link everything to the parent node?
Edited by Dark Neon on Mar 13, 2010 at 10:04 PM


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Mar 14, 2010 03:09 PM    Msg. 12 of 16       
Oh come on, help out. He asked you how to LINK stuff. It's easy.
There's a link button at the top left somewhere. Parent and child frames, bones, and such refer to a hierarchy system. Parents are up in the chain. Children are down. Siblings have the same parent.
When a parent moves or rotated all of its children move with it.
The head bone should be linked to the neck bone. The neck should be linked to whatever the grunt's chest thing is called. The head is not linked to the chest thing. So when the neck moves the head moves too. When the chest moves the neck moves, and also the head moves. Etc Etc
Every bone should be linked accordingly, and they should all eventually rely on the pelvis, called bip01 pelvis.
The model may already be linked for you!
The mesh, the actual geometry of the model, should be linked to the pelvis.


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Mar 14, 2010 04:38 PM    Msg. 13 of 16       
i did i talked to him on xfire he exported it. but now he has to attatch the back. then make the editable nurbs go to the back


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Mar 14, 2010 07:41 PM    Msg. 14 of 16       
If everyone works well Neon, you should release it to Halomaps!


Dark Neon
Joined: Jun 8, 2009


Posted: Mar 15, 2010 04:40 AM    Msg. 15 of 16       
The elbow is so fuxed its not funny. Im exporting one without the mask and backpack... :/

See this sh1t. Look how fuxed the elbow is. Dont even say anything about the shaders.
Edited by Dark Neon on Mar 15, 2010 at 05:18 AM


Dark Neon
Joined: Jun 8, 2009


Posted: Mar 15, 2010 06:54 AM    Msg. 16 of 16       
Cant be bothered doing any more on it. I'm now getting pissed off at the Arbiter.

OH GOD! WHAT THE HELL... how do I fix this mess?
Edited by Dark Neon on Mar 15, 2010 at 07:10 AM

 

 
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