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#21 Celeglin

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Posted 21 May 2005 - 12:01 PM

It's called a common error with a free 3d program. EVERYONE dels with that when binding models. I'm sorry. but save alot along the process. Gmax is unstable (but free) :(

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lmao. Good to know it's not all my fault.

Anywho, any suggestions on the missing bone list? I don't doubt I did something like the spacewarp (that sounds funny) thinger incorrectly. Thanks in advance.

Here's what I have so far on my model, btw:
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Basically all I did was take Elrond's model, make his chin and brow less imposing and make his bow twice as long, then added on my own skin. The skin borrows heavily from Vapula's Haldir, with some of Elrond's and my own elements in there as well. Still need to fix the hair at the back though... Messed the armour up and now its in the hair :ninja: .

EDIT: It's an original character, btw. So no, I'm not trying to make Haldir like just about everyone else is lol. No offence whatsoever to those making a Haldir model lol.

Edited by Celeglin, 21 May 2005 - 12:06 PM.

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#22 nickthemenace

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Posted 21 May 2005 - 01:32 PM

hmm.. well i can think of a couple of things..
are the bonse hidden? because they wont show up if they are,, (makes more sense than.. oh whatever) and did you add the bones to the wwskin correctly?
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#23 Celeglin

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Posted 21 May 2005 - 01:42 PM

Nope, the bones aren't hidden. But, I severely doubt I added the bones properly. What I've tried is making the space warp link thing, then select the wwskin, hit the wwskin button, then add the bones. However, when I click somewhere else, then click back on the wwskin, the bone list is no longer there. If you need screenies, I can make them.

EDIT: I don't know what I did, but it's suddenly working. I have a bone list that works :ninja:

EDIT2: Ugh this is ridiculous lol. I swear there's like 500 vertices and I haven't a clue what goes where. Oh well... *plugs away at it*

Edited by Celeglin, 21 May 2005 - 02:16 PM.

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#24 nickthemenace

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Posted 21 May 2005 - 02:34 PM

yup, there are a lot of vertices.. just working at it really is the only way..
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#25 Celeglin

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Posted 21 May 2005 - 02:39 PM

Is there anyway to know which vertices have been bound and which haven't? And, if you've ever done an elf model, where do the skirt-type things link to?

Edited by Celeglin, 21 May 2005 - 02:40 PM.

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#26 Celeglin

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Posted 21 May 2005 - 11:38 PM

UPDATE: Bleh, I've given up on that model and haved moved onto something more simple. I'm currently doing Galadriel and it's going speldidly, but the model I'm basing it off (gutownwmn) has a rather pointy face and is making my Galadriel skin look like she's a mean old lady. How do you make new vertex points? I'm going to make the face a little rounder (none of the existing vertices will do). I also need more vertices to stop her ears from being stretched when I give her long hair.

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#27 ched

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Posted 22 May 2005 - 12:00 AM

UPDATE: Bleh, I've given up on that model and haved moved onto something more simple. I'm currently doing Galadriel and it's going speldidly, but the model I'm basing it off (gutownwmn) has a rather pointy face and is making my Galadriel skin look like she's a mean old lady. How do you make new vertex points? I'm going to make the face a little rounder (none of the existing vertices will do). I also need more vertices to stop her ears from being stretched when I give her long hair.

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right click, and select 'create polygons'
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#28 Celeglin

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Posted 22 May 2005 - 12:17 AM

Blah. Stupid thing made a vertex about a mile away from the model :huh: . I'll work at it...

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#29 Guest_Hasty Ent (too lazy to sign in)_*

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Posted 24 May 2005 - 02:14 AM

Hey ya ok so i linked the bones, added the stuff to the asset thing, added it to the ini and guess what? INVISIBLE MODELS EGAD! Oh my flipping gosh! help me! B4 i strangle my computer to death! ARGH!

#30 nickthemenace

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Posted 24 May 2005 - 08:04 AM

did you have the right exprt settings?
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#31 Guest_Guest_*

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Posted 25 May 2005 - 07:47 PM

i think so. i am trying again later. does autolink work?

#32 nickthemenace

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Posted 25 May 2005 - 09:15 PM

yup.. not so well on horses though..
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#33 HastyNancingEnt

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Posted 25 May 2005 - 09:29 PM

ok. i double checked the settings and their perfect, have binded the model by Link to bone by Name and Auto-Link , added it to my asset dat and my ini and the model is still invisible! why is this so!
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#34 nickthemenace

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Posted 25 May 2005 - 10:38 PM

hmm... i really cant think of anything.. are you using the new asset.dat? did you add the model in the right place?.. in theory what youve done should work..
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#35 HastyNancingEnt

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Posted 25 May 2005 - 10:41 PM

I know thats whats bothering me. I just dont know what i am doing wrong. wait. does the skeleton have to have the name of your model even if your using an original skl file such as the gondor swordsman?
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#36 ched

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Posted 25 May 2005 - 10:53 PM

does the skeleton have to have the name of your model even if your using an original skl file such as the gondor swordsman?

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no you can solve that with the INI file
simply below :

Model = random_Skn.w3d
add

Skeleton = GUManatarms_skl.w3d
or w/e the name is

then use the animations related to this skeleton
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Posted 26 May 2005 - 01:39 AM

i did!

#38 Celeglin

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Posted 28 May 2005 - 08:07 PM

Does anyone have the export settings for arrows on hand? Nick's site's all down and stuff.

Hmm... speaking of arrows... What bones should they be linked to? To the hand they're in? Or not at all?

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#39 nickthemenace

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Posted 28 May 2005 - 09:11 PM

i dont link them to anything.. anyway, i always put them as

export transform
exprt geometry
normal
2 sides
dont know if thats right, but thats what i put them as..
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#40 HastyNancingEnt

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Posted 31 May 2005 - 12:49 AM

ok. This is hasty again. I exported the models and binded using auto link. I added them to the asset dat. Next when i put them ingame i got the arrow to work for my dunedain, and i go the spear to work on my imrahil. But the rest is invisible! what did i do wrong?
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