Game Development Community

Replacing Kork mesh

by Ronald J Nelson · in Game Design and Creative Issues · 07/10/2007 (10:44 pm) · 9 replies

Is there some place that can show me how to use a player mesh I already have and use it with the stock TGE skeleton?

I already looked at TDN and it really didn't show how to do that fully.

#1
07/10/2007 (11:03 pm)
Which modeling program are you using?

If you're using Max, there is a player.max file in the data/player directory that contains the Kork character with skeleton. Delete the mesh, merge in your own mesh and re-skin.
#2
07/11/2007 (12:01 am)
I have Max but I must admit I am more of a programmer than modeller so I am a bit new at this. I understand the principle of selecting the vertices and assigning them to a node, however I need to ask, do you have to have it in that gun holding pose to start out? Or can it be in the standard DaVinci pose?
#3
07/11/2007 (12:05 am)
Typically you'd place the mesh in a T-Pose in order to help with skeleton setup and skinning. This will be the root file that all other animations will be based off.

If your player is holding a gun then you'll want all your animations posed accordingly.
#4
07/11/2007 (8:58 am)
OK I could really use an actual tutorial on how to do this. I have 3DS Max and really just need to know the steps you would take to delete the mesh and then merge the other mesh to the skeleton. Is there one available somewhere?
#5
07/11/2007 (8:48 pm)
This may be a good start:

www.poopinmymouth.com/tutorial/tutorial.htm
#6
07/11/2007 (11:02 pm)
By the way, the sample files, tutorials and help files that ship with Max are more than enough to learn how to rig and skin.
#7
07/11/2007 (11:24 pm)
Yeah Thanks Tim. I am getting it figured out and those tutorials you linked to are excellent.
#8
07/11/2007 (11:44 pm)
Yeah, Ben Mathis rocks!
#9
07/18/2007 (10:12 am)
Yeah I agree!