thunder Posted April 30, 2016 Share Posted April 30, 2016 Can anyone point me in the right direction here.. I know I have seen it...also.. does it need to be named node_bip01 and so on or does it need the node_ thing to work propperly? Quote Link to comment Share on other sites More sharing options...
Steve_Yorkshire Posted May 3, 2016 Share Posted May 3, 2016 Select a player in the editor and go to shapeEditor->hints and it will display all the bones/nodes that that type of object expects or can have. Bip01, etc is mostly used for spine blending for recoil animations.http://i.imgur.com/ynpiciI.png Quote Link to comment Share on other sites More sharing options...
deathbravo Posted May 5, 2016 Share Posted May 5, 2016 I think only the EYE & mount nodes can't be renamed.If you create new character with his own animation, you can name the bones to any name you want.I think node names are used by the engine to find node animations.correct me if I made stupid assumption Quote Link to comment Share on other sites More sharing options...
thunder Posted May 5, 2016 Author Share Posted May 5, 2016 I think only the EYE & mount nodes can't be renamed.If you create new character with his own animation, you can name the bones to any name you want.I think node names are used by the engine to find node animations.correct me if I made stupid assumptionI think you are right, and I also think I know the problem of using the animation following the game.. if you load the original player into 3d application you will see "node" in front of every bone too.. and I think this is why its so hard to make it work, really.. Quote Link to comment Share on other sites More sharing options...
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