
DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Apr 14, 2010 06:35 PM
Msg. 1 of 11
What would I have to do to model a weapon and make it to where the model is animatable? Doesn't it involve elements or something?
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Apr 14, 2010 06:36 PM
Msg. 2 of 11
Add nodes and markers, then to export it, you link them to what it belongs.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Apr 14, 2010 06:44 PM
Msg. 3 of 11
Quote: --- Original message by: jesse Add nodes and markers, then to export it, you link them to what it belongs. No, I mean, I just modeled a weapon for example and now I want to make it so an animator can animate it. Someone told me it involved elements and crap?
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Apr 14, 2010 06:52 PM
Msg. 4 of 11
Regions, but i think that's for bipeds.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Apr 14, 2010 06:58 PM
Msg. 5 of 11
Jesse is right; just add the nodes and markers, and link the detachable parts to each node. That's enough for getting it animated, at least.
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Apr 14, 2010 07:07 PM
Msg. 6 of 11
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Geared
Joined: Mar 6, 2009
EPI Creator
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Posted: Apr 14, 2010 07:09 PM
Msg. 7 of 11
i think he means by making the movable parts of the gun separate...like say the clip/trigger/hammer/bolt separate from eh main gun...and no they aren't elements they are separate from the gun as their own meshes linked to the nodes.
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Apr 15, 2010 02:37 AM
Msg. 8 of 11
you CAN make the parts of the weapon their own object. as far as halo is concerned, when you link an object to a node, when the object is exported, halo sees the model as all one object where those individual parts are weighted to the nodes.
so feel free to use individual objects for each moving part. you might consider getting into the habbit of using vertex weights and just one object, because what flies in halo might cause big problems in another engine
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Geared
Joined: Mar 6, 2009
EPI Creator
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Posted: Apr 15, 2010 11:06 AM
Msg. 9 of 11
actually from what iv seen tehs separate but one method(what i said earlier) works quite well. especially since newer engines don't complain so much about collisions as halo, and are MUCH less picky :P. just try w/e works for u m8./ personally i go by having em seperate and attached to the nodes.
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ODX
Joined: Jul 26, 2007
A rare sight, indeed.
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Posted: Apr 15, 2010 03:54 PM
Msg. 10 of 11
You know, I embarrassingly enough do not know how to do this either.
It pretty much is about the same as what DarkHalo asked but: What are the steps for just taking a regular model, and getting it to be a .gbxmodel for use in Halo? So far I know: 1. Separate the parts of the weapons and link them to a node properly named 2. Export it (what program do you use for this?) 3. 'tool model [path]' (Where specifically should the exported (jms I believe?...) be?) 4. Get .gbxmodel and profit
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Apr 15, 2010 04:02 PM
Msg. 11 of 11
Quote: --- Original message by: ODX 1. Separate the parts of the weapons and link them to a node properly named 2. Export it to a JMS using a JMS exporter script 3. 'tool model [path]' The JMS must be inside a models folder inside the path. Though you won't refer to the models folder in the command prompt, the models folder must be there 4. Get .gbxmodel and profit
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