Okay, so I've made a mesh, got it all set up, and am preparing to rg an animate him, to turn him into a Quake III mesh. But before I do...
...how do I make sure that my mesh doesn't come into Quake thirty feet tall, or six inches tall? How doI make sure it stays 'in scale' with the existing meshes?
Replies
edit: great minds..
although theres probably some unit guidelines kicking about somewhere
I've been meshing for the game Freedom Force for a while, now, and trust me, that game is SOOO easy to mesh for; biggest problem is needing at least 3000 frames for the animations, heheh...
Anyway, I decided to go ahead and start converting some of my custom meshes for Quake, so wish me luck.
Should this be pointing in the direction the weapon will point, or to the top of the weapon? And should it be placed right at the 'top' of the hand, in the center of the hand, or what?
It often depends on the length of the arms too when setting up weapon animations since the default pose is to have the left arm resting under the barrel of the gun, so it might take some testing to get that looking right. Depends on your character though - they might even just hold the gun single-handed.
I usually just get the first frame of my Torso model with a rough tag position and export that, put it in the game and see where the weapon lines up to, then eyeball it and tweak the tag position from there.
First, I loaded up the Mynx biped, and used the Mynx CFG file... and none of the animations line up.
Secondly, the mesh is turned sideways. I haven't been able to get the 3rd person viewer script to work, so I looked in the "mirror", and this is the picture I got:
If I rotate the model to the left, there's no effect - the bip01 decides it WANTS to face that way.
Would I be better off just making the durn animations myself? And if so, what is "Torso_drop" and "torso_raise"? Shooting with the torso tilted?