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Some Questions About General BFME II Modding


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#61 Lurtzy

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Posted 19 July 2008 - 06:52 PM

You have to bind the model to the skeleton.

Trying to hold on...


#62 Ridder Geel

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Posted 19 July 2008 - 06:56 PM

Yes you have to bind the model to the skeleton, do you know how or do i have to help you?
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#63 Wolvman

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Posted 19 July 2008 - 07:26 PM

I did bind it, using the exact way the tutorials told me to. I got Boromir's model changed to what I wanted by deleting and moving the vertices around. Then I created a wwskin and loaded all of the bones of Boromir into it. Then I clicked on the modified model and bound it to the wwskin using the bind to spacewrap tool. That didn't work though.

So I think I need to start from the beginning again only go step by step with you guys.

#64 Ridder Geel

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Posted 19 July 2008 - 09:22 PM

I might be able to let the model work if you send the RenX/Gmax file and the textures to me, but it depends on what you want ;)
(wont be able to work on the model untill tommorow night or later though)
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#65 Wolvman

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Posted 20 July 2008 - 08:27 PM

Well really I need to find out how to do this myself so that I wont have to always get other people to do it, but thanks for trying to help anyways. To tell you the truth I don't exactly know just what I want in these models yet, that's why I'm wanting to learn so that I can do it when I think of how I want to change them.

#66 Ridder Geel

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Posted 20 July 2008 - 09:27 PM

i thought there was a tutorial on binding the mesh to the bones...

and btw you should export the model with the skl file selected.

so you should export as:
model (mesh no bones)

Skeleton/bone file:
guBoromir_skl or whatever the skl file is :p

just check if you did the exporting correcly :p
Ridder Geel




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