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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Biped Rigging, crapped model

Author Topic: Biped Rigging, crapped model (1 messages, Page 1 of 1)
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DeadHamster
Joined: Jun 8, 2014

https://discord.gg/Neu4EJM


Posted: Jun 8, 2014 05:22 PM    Msg. 1 of 1       
I'm assuming it's something wrong with the rigging I did, but the biped seems to move properly in 3ds max and I've redone it once already. So at a loss, coming for some advice;

Picture Link Here

If anyone wants to embed please feel free. The model looks crapped as though I did an HMT PMI without decrapping the model first.


Background; I rigged the model to first the flood_elite and then elite skeletons (nearly identical)

I did have to scale the arm's bones and rotate them to fit the new model properly, the bones also had to be scaled universally (XYZ) to fit proper.

I had the model skinned appropriately, exported without issues and compiled fine. I edited the node-count trying both with Kornman editing the tag, and editing the .jms file before compiling.

The skin looked fine when I had it in max, everything moved smoothly, the verts were weighted and restricted to 2 bones max.


What is it that I could have done to cause that issue?



Edit: Completely forgot the important part! I'm using bluestreak, the JMS exporter versions 1.01 1.02 or 1.03 interchangeably, none working.
Edited by DeadHamster on Jun 8, 2014 at 05:25 PM






Note, It was due to miss-assigned frames, the mandibles in the elite animation. They were linked to pelvis, not the head.



Link


Ehh, looks terrible but it's a step in the right direction.
Edited by DeadHamster on Jun 9, 2014 at 12:15 AM

 

 
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