GMax....bones -1 reply

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hweiee

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3rd August 2002

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#1 16 years ago

how do i create bones for my model is gmax? if u can tell me how.....if u cannot..then link me to a tutorial somewhere! ehhe :frog: :( :frog: :( :frog: :( :frog: :( :frog: :(




Scarecrow_ES

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10th November 2002

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#2 16 years ago

You can create all the bones you want in Gmax, but you won't be able to use that model for the game.

The bones and tags that the models use are very specific, and practically impossible to duplicate from scratch. That's why you are supposed to import the root.xsi file and delete out everything but the bones, tags, and skeleton, and use that for your model. And guess what, you can't do that in Gmax (DOH!). Unless some super duper person is smart enough to write a script that will do that, but noone has yet. You can import the .xsi from Milkshape, but you really can't export the stuff you need to a file that Gmax imports... well, not that I've been able to do yet.




hweiee

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#3 16 years ago

oh i soo sad! my efforts.........on my first model wityh with gmax!.....sad,......




Scarecrow_ES

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#4 16 years ago

You can create and UV map your model in Gmax, and tag and weight it in Milkshape. That's basically what I am doing. I am just waiting on someone to get me a file that has the tags, bones, and skeleton (my Milkshape has a major crashing problem).




hweiee

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#5 16 years ago

OH, REALLY?! :) :) :) :) :) CAN U TELL ME HOW TO DO THAT? OR LINK ME TO A TUTORIAL...ON HOW TO....UMM...UV MAP(?), TAG(?), AND WEIGH (?) IT IN MILKSHAPE? EHHE, I PREFER U TO LINK ME TO A TUTORIAL OR WEBSITE...SO I CAN PRINT IT OUT OR READ IT ON MY COMPUTER WITH OUT THE INTERNET! ehhe, thanx for cheering me up! ehhe:) :) :)

:frog: :frog: :frog: :frog: :frog: :frog:




Scarecrow_ES

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#6 16 years ago

Ummmm... tutorials, hmmm. There is a huge source of modding information and tutorials over at [Polycount.com] . If you load up the site, and scroll down the left column of links, somewhere down in the middle will be the resources section. The JK2 section is sparse, but if you go to the general section, you should be able to look up information specifice to the program you want to use, or the type of action you want to undertake, or both.




hweiee

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#7 16 years ago

thanx.i will try :) :) :)




hweiee

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#8 16 years ago

umm...also, if u have the root.xsi file....post it somewhere and tell me 'bout it! thanx




Scarecrow_ES

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#9 16 years ago

The root.xsi file is a 3D model file that is your ultimate goal before converting to a .glm file for use in game. The .xsi file is just like any other 3D program's file (gmax's .gmax, 3DStudio Max's .max, Milkshape's .ms3d, etc) and it contains all of the meshes, bones, skeletons, and tags that one needs to convert a model to .glm. Essentially, before any model can be put into the game, it must become a .xsi file. "Root" is just what they call this file. There are at least 3 root.xsi files included with the game for player models. Kyle's file contains all the stuff for kyle specifically, and is also used as the basis for skeletons, bones, etc for all male speaking characters. Jan's file is used as a basis for female characters. The stormtrooper .xsi is for just about any character that you don't intend to have speak. You can find the files in the appropriate models-> players folder for the model you are looking for.




hweiee

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#10 16 years ago

oh? now i understand! but i thought u said that the bones for a working jk2 model need to be VERY SPECIFIC? i cannot just randomly create bones! SPACEMONKEY'S tutorial says something like....."wrap your model around the root.xsi" .....or...."fit the root.xsi skeleton around your model".........

to me it seems that root.xsi is the set of specific bones. ?!

:) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :)




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