Game Development Community

Standard bone structure

by Jeff Loveless · in Artist Corner · 07/08/2006 (6:38 am) · 4 replies

I am looking for a standard setup for the bone structure to make these models run on the same animations as the ones in torque. if i can at least get a picture of the standard bone structure, i can make it in milkshape. if there is a forum,tutorial,video, or anything that would be helpfull, i'd appreciate the help.

thanks

#1
07/08/2006 (8:29 am)
If your trying to mach the bone structure of the default torque character good luck. I'm sure it's possible, it's just that you would have to get every thing the exat same way, mount points, bones, cam, ext.

It would be much easier to make your on model and anims and replace torque's. To make it not crash you only need the following anims:

root
jump
optional(standjump)
fall
land
run
back
side
#2
07/15/2006 (8:53 pm)
I have myself been trying to reconstruct the Base Bone structure using lightwave, i have only made marginal success. i have ht ebones structured exactly in the same way as the default shipped one, but the trick is the the orientation of the bones and thier associated weightmaps, which i am still having a problem with.

My biggest issue lyes i think with the orientation of the bones and weightmaps on the lower torso section of the body, and the main pelvis bone.

Like Caleb said, good luck. It is not impossible, but it si a challenge to say the least, If you have any success with it please share what you did, i would love to hear it.
#3
07/17/2006 (8:45 pm)
I did manage to get the right skeleton from the 3d max filepack the green-guy has the same skeleton as Kork all the default animation work perfectly with him, I can attatch a new mesh and delete his but when i try to adjust the skeleton everything seems to go spaz on me I dont know how to refit it to a new model yet...

I did find a skeleton script for 3ds max but it doesnt seem to match the default skeleton somehow, only the legs are working currently
#4
11/26/2006 (5:21 pm)
Learning is so much fun.. some unknown amount of tutorials later I got it all to work, I have my own charector exported working with the default animations.