animations
#1
Posted 16 May 2005 - 10:50 PM
however, would rescaling that skeleton affect animations or could i just rescale all the animations as well ?
#2
Posted 16 May 2005 - 11:10 PM
Scale = 0.5 (or whatever value in here)
in the engineering params of the models ini
#3
Posted 16 May 2005 - 11:14 PM
If you just want to scale the model, use
Scale = 0.5 (or whatever value in here)
in the engineering params of the models ini
yes but i want to do dwarven crossbowmen so i am trying to make it so that the weapon remains of the same size while the model is resized (i used the uruks crossbow at the beginning)
#5
Posted 16 May 2005 - 11:33 PM
Dwarven crossbowmen ?
My preciouuuuussss, i want crosssssbowdwarves!
lol i will send you these, its on my WIP list
#6
Posted 16 May 2005 - 11:40 PM
Save the environment, use green text
Some Bullshit Somewhere
#7
Posted 16 May 2005 - 11:43 PM
You probably not be able to just rescale the skeleton in Renx, cause you'd have to rescale EVERY animation that goes with it PERFECTLY to match. If you can do that than you're a computer.
ok i guess i will just use the scale code cause i am too human for that kind of job
#8
Posted 17 May 2005 - 12:34 AM
Save the environment, use green text
Some Bullshit Somewhere
#9
Posted 17 May 2005 - 01:34 AM
Scale model will only reduce the whole model, skin and skeleton. It won't fix your issue. You're gonna have to rebind (God love you) your new model to the existing skeleton. :(
would u have to do that even if ur applying a new uv map to the model? .. i mean.. since u still would have to export it i think you actually HAVE to do it, but that would be hell.... i found binding the bones extremely difficult, esp since its not allways visible what part has to be bound with what...
#10
Posted 17 May 2005 - 08:39 AM
#11
Posted 17 May 2005 - 05:33 PM
maybe you could 'over-size' the bow to compensate for the scale thing, that way you would need to mess with the anims? (maybe)
i will try, busy atm with homework but its definitely gonna be a lot of fun
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