Highlander
Marquis
Awsome.
Dain Ironfoot said:Was just about to mention that, hehe.
Well it's looking very promising .. played with it a few days ago but went arg... now there are fellow modders wrestling with these problems also.... hehehe I can't wait for the final version... now to fiddle with skeletons..
One question, is it possible to move the root dummy? I tried to make the mesh sink below ground level but it just seemed to stay in one place.
Servitor said:What can we do with the skeleton.brf? It opens the horse and human skeleton, I could rotate some bones but I have no clue whatsoever what it does or how far I can go... when trying to save, and then load again I got an default brf edit error. .
DarkAnd said:Sorry for this ood question but...
If lets say for example I make an animation for the guy to become a ball (he just couch and put his hands over the head)
then if I shot whit an ak-47 where his head should be if he is istanding should I hit him?
in other words
do the animation affect the hitbox?
Ah, No. I used 0.8.3, I just downloaded 0.8.5, thanks!Thorgrim said:Servitor said:What can we do with the skeleton.brf? It opens the horse and human skeleton, I could rotate some bones but I have no clue whatsoever what it does or how far I can go... when trying to save, and then load again I got an default brf edit error. .
Are you using 0.8.5? rotating bones probably wont work. Only thing which has been re implemented is SMD importing, and even then it probably a bit buggy (which is why I havent updated the first post - this is not an official release)
You can however do some basic animation stuff, though its rather annoying to use. To do so, load a skeleton file, then bind a mesh to it (such as an armour mesh) via the "Bind Mesh" button, so you can view the animations. You should then be able to import an animation from an SMD over the selected action as before. This, combined with the module system should let you modify / add animations without too many problems.
Importing an SMD with a animation sequence selected will attempt to import the animation sequence to fit the current sequence. The user can select if they want to import new frames, new poses, new bones etc. This feature is still a little buggy. Some poses will not import correctly, however simple ones such as walk/run cycles etc should work ok.
Note that only bone 0 may move over time, any other changes in bone position over time will be ignored, however you can import reference bone positions. Note however that this will change the bones position for ALL animations, not just the one you are importing (This is a limit of the BRF format, not of BRFEdit).
- A user may also import new bones for the current skeleton. The first frame (and last if the "Last frame ref" checkbox is ticked) will be used as the reference pose (frame 0, and frame 100000), and other poses will be imported as usual.