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Battlefield Modding Tutorials BFMODS • View topic - Model is finally done

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Model is finally done
PostPosted: Mon Jul 13, 2009 11:44 pm 
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Ive got my model done but now I still cannot get it working properly in 1942

heres my question

How do I make a skeleton and animations for this?



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PostPosted: Wed Jul 15, 2009 12:03 am 
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Choose a weapon from 42 that handle similar as you want yours to handle and copy it
You should use the object generator from MdTools that will do the lame work for you, like renaming all the baf files...
you'll find the new files in the raw_file folder after you ran the object generator but the .ske will be missing so just copy it from 42
anyway follow the
Don't worry about the lenght but read it and you'll see the object generator done half of the work
The object generator also do the object.con but you'll need to work on it and link the geometries and sounds

For editing in 3ds here's this backup from Mdt

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PostPosted: Wed Jul 15, 2009 12:21 am 
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or you could use this as well

http://mdt.icgclan.com/Tutorials/How%20 ... apons.html


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PostPosted: Wed Jul 15, 2009 2:08 am 
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Wow nice one...you already had everything you need so why you ask? :shock:

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PostPosted: Wed Jul 15, 2009 2:45 am 
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cuz it doesn't show how to make a skeleton and animations....


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PostPosted: Wed Jul 15, 2009 1:05 pm 
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You don't have to create a skeleton, it's always the usslodier.ske that's used
and most of weapon's animations are tweaked from the first weapon dice devs made (might be m1 garand)
It's about importing .baf, mod and export them.

When you import a .baf, you can move the bones and save their positions using the "set key" in max then overwrite the .baf
The trickiest is the 1pReload with sometimes more than 100 frames...but once it's done you can copy it and use it for
1pLieReload...
When you tweak an existing baf you also can delete keys you don't need and then adjust the set1pAnimationSpeed and set3pAnimationSpeed in the tweaks con files, but then the soundscripts might not be synchro :?
Anyways lots of files in animations folder are copies

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PostPosted: Wed Jul 15, 2009 1:10 pm 
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PostPosted: Wed Jul 15, 2009 1:16 pm 
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