i have a model that i would like the be an Unreal tounament player model. it's a biped, but it doesn't quite meet the same proportions as any of the defualt skeletons. i was wondering if i can modify one of the normal skeletons and still have it use the default animations. and if i can't do that, does anyone have any good…
as long as youdont add extra bones or anything, you can simply scale the bones and such around. how much that screws with the animations will depend on how much you deform the skeleton from it's original proportions. if you add exta bones they simply wont animate unless you do them yourself - be warned though, there's a…
Well , last week-end I've done few tests ( riggings and figures modes ) with my GOBLIN_SPACE_MARINE to get him properly into UT 2004. If I understand well - in a fact the model-character has to be really close (similar) to the skeleton's proportions from UT 2003 or 2004 which You want to use ( for exemple - HumanMale or…
You can make your own bone structure for UT as well. I'm pretty sure that you just have to keep a naming convention that's as close to the default skeleton's as possible. I once animated a large construction robot for an ill-fated school project, and the programmers were able to import it into UT 2003. I imagine that 2004…
Probably not a good idea to move bones in the default skeleton to fit your model; the animations will probably be way off, or not work at all. I wrote a tutorial back for ut2003 that covers this stuff. Still the same process for ut2004, only thing extra is a vehicle driving pose and an additional idle anim. My tutorial is…
as long as the skeleton and bones names are the same it will work fine - though in that case you might as well just use a biped in the firstplace. extra bones wont make the animations 'not work' - basically anything with the same name will animate, and anything not in the original animations will not. for example, is you…