I think making bipeds is kind of fun, but if you're new to Halo Custom Edition, here's some tips for making character tags(.biped)
A post about JM-Animation filetypes.With this game, once you've installed the HEK, you'll have a
data\ and
tags\ folder. When making a new asset to play with, use the
data\ folder first. It should have some basic textures, and a sample level.
Here's an example of how a character folder should look, and where
TOOL will look for characters:
data\
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I'm definitely not well-versed enough to help you though but I can at least point out some bare-minimums to start with.
So try looking around for better tutorials or hope someone else decides to post something xD
First off, if you don't have 3dsmax8 or older, you'll need a set of maxscripts for the newer versions:
- A JMS exporter(I use bobbysoon's jms exporter 104e)
- A JM-Animation exporter(I use CAD Animation exporter(comes with two scripts, I use the compact version because the regular one doesn't work))
- An animation importer(If you're going to go reverse-engineer//study other people's animations for reference)
Secondly, make sure your character is facing positive X in 3dsmax and its bones start with " Bip01_ "
Though if you ask around, people have made working tools for Maya and BlenderAt the very minimum, a character in halo needs a
#body node and a
#head node for
TOOL to recognize and compile it. Here's an example of how that looks in 3dsmax:
If you go back up and look at the first image, you'll see some animations ending in .JMA that have similar sounding names:
:SEAT: :WEAPON: :ANIMATION: .TYPE.
A character's default animation is usually "
stand unarmed idle.JMA "
--- This is intentional, because when TOOL compiles a new animation_graph, it uses pre-existing names, the default seat of a biped tag is called
stand, the default base weapon pose is called
unarmed, and the default animation that plays upon spawning your character into a world is called
idle. Always make your idle pose first, then a head-turn graph, if you want the head to turn with the camera.
You don't need ANY animations to spawn a character, so that's one less step to take to test character models Wellp! That's all I know without making myself sound stupid, hopefully others can help you out

Maybe just start simple, and rig whatever you're going to make to something else's bones, like the cyborg skeleton. So you'll only have to make a model and nothing else
BTW, the (
Before you ask how to edit/make maps - Read This ) topic has a lot of useful posts that go in-depth about texture, tag, and animation requirements. Have a look around.
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Edited by OrangeJuice on Aug 6, 2017 at 05:35 AMEdited by OrangeJuice on Aug 6, 2017 at 05:41 AM