also you dont delete the bones. simply remove them from the skin modifier. something i forgot to mention with this is this part of the mesh will be unskinned. meaning it wont move with any animation. you need to grab the foot bone and skin the entire foot/toes to that bone
you can import the animation the same way you imported the model iirc, you just import it over the top.
problem is now you have to save that animation as whatever 3dsmax saves animations as. do this for all the animations you want. then you need to use the motion mixer to import animations and set them up on the track. this gets tricky. you need to make a bind pose animation aswell otherwise animations will start where the last one left off. so you need the bind pose inbetween every animation set.
thats just half of it. the next part. took me a long time to work out and isn't really easy to explain. motion mixer doesn't setup any keyframes or anything and it uses a controller that likes to blend shit together wrong. alot of this has to be changed and the keyframes of each animation set need to be changed to step transition or whatever it is. i dont really have time to go through it all right now tho :(. gl.
open the skin modifier and delete bones that aren't used. i deleted most of the toe bones and most of the lip/eyebrow bones. since none of those are really seen from the RTS view. it then worked for me.
i was able to port all the dragon models, including alduin.
animations however are not easy and are very very time consuming. i ported maybe 5% of the animations.
if i did release anything using these models it would be singleplayer. never on battle.net and released anonymously.
thats the only way i could see myself not being sued into the ground
well i doubt it can be used in a map due to copyright, bethesda will probably cry a river. even if you aren't making money off it. i might make a tutorial later if i get time.
moves over to sc2 pretty nicely. until you include the skeleton and skin modifier. then for some reason the right wing goes nuts. like the bones were moved around in random directions. :( shame.
look up a tutorial about skinning bones to a mesh :P i dont have that much time right now lol
pretty sure im not using the lod model. it just looks that way in 3dsmax because of whatever setting controls the preview quality.
im not ready to share it right now. i havn't decided if i want to make something out of it yet.
xaf is the animation format.
also you dont delete the bones. simply remove them from the skin modifier. something i forgot to mention with this is this part of the mesh will be unskinned. meaning it wont move with any animation. you need to grab the foot bone and skin the entire foot/toes to that bone
you can import the animation the same way you imported the model iirc, you just import it over the top. problem is now you have to save that animation as whatever 3dsmax saves animations as. do this for all the animations you want. then you need to use the motion mixer to import animations and set them up on the track. this gets tricky. you need to make a bind pose animation aswell otherwise animations will start where the last one left off. so you need the bind pose inbetween every animation set.
thats just half of it. the next part. took me a long time to work out and isn't really easy to explain. motion mixer doesn't setup any keyframes or anything and it uses a controller that likes to blend shit together wrong. alot of this has to be changed and the keyframes of each animation set need to be changed to step transition or whatever it is. i dont really have time to go through it all right now tho :(. gl.
open the skin modifier and delete bones that aren't used. i deleted most of the toe bones and most of the lip/eyebrow bones. since none of those are really seen from the RTS view. it then worked for me. i was able to port all the dragon models, including alduin.
animations however are not easy and are very very time consuming. i ported maybe 5% of the animations.
if i did release anything using these models it would be singleplayer. never on battle.net and released anonymously.
thats the only way i could see myself not being sued into the ground
another, because why not.
well i doubt it can be used in a map due to copyright, bethesda will probably cry a river. even if you aren't making money off it. i might make a tutorial later if i get time.
so fixed my corruption issue and got animations working
moves over to sc2 pretty nicely. until you include the skeleton and skin modifier. then for some reason the right wing goes nuts. like the bones were moved around in random directions. :( shame.
after adding bones