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Topic: Make a completly new skin |
DemonSeed |
General Member Since: Apr 30, 2009 Posts: 1362 Last: Feb 19, 2018 [view latest posts] |
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Category: CoD2 General Posted: Sunday, Feb. 28, 2010 08:02 pm |
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[IBS]MattY writes...Quote: Iv made a few characters ( models not mine )
http://www.xfire.com/video/1e0390/
http://www.xfire.com/video/1f423c/
What I did to fix some of the errors is basicly only binding the bones that are listed inside the HitBox Xmodel Export, which are just the MP bones, fixed ALOT of the little errors I had, but a few still remain.
In todays world, its easy to fix the problems by just using the COD4 MP Rig, as it will still work perfectly in cod2, even with the added bones.
Thats interesting about the COD4 rig working in COD2. But during the hay day of COD2, there were so few modellers working on Total Conversions you could count them on one hand. That was due to all the problems, and of course, as COD4 hadnt come out at that time, we couldnt have the benefit of the COD4 rig, and so everyone gave up.
I remember that the Community Manager for Treyarch - Josh Olin - ran a Total Conversion for COD2 named "Unbound Forces". It was never released because of all the problems with the MP character rig - the modeller (Jack_the_Ripper) gave up as well due to the tearing and shearing caused by the SP "Josh" rig.
Cool mod BTW. Wish it was out in the hayday of COD2. |
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tHMatt |
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General Member Since: Sep 11, 2007 Posts: 473 Last: Mar 20, 2013 [view latest posts] |
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Category: CoD2 General Posted: Sunday, Feb. 28, 2010 08:08 pm |
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Yeah, the game has 58 main bones, these are like leg, head joints etc. The COD4 bones are called the same as the COD2 ones, so it has no trouble reading it, even with these extra bones COD4 added like the nightvision stuff etc. I used to add my own bones for the characters in my COD2 mod so I could attach my own gun to their back ( which has been done before )
Yeah, I remember UF mod, It's a real shame about it all.
I had a stage where I was interested in the whole character scene, I learnt alot from rigging the ones for COD2. I am now planning on taking that knowledge to COD4/WAW or w.e is next in this unpredictable series.
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tHMatt |
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General Member Since: Sep 11, 2007 Posts: 473 Last: Mar 20, 2013 [view latest posts] |
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DemonSeed |
General Member Since: Apr 30, 2009 Posts: 1362 Last: Feb 19, 2018 [view latest posts] |
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Category: CoD2 General Posted: Sunday, Feb. 28, 2010 08:17 pm |
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tHMatt |
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General Member Since: Sep 11, 2007 Posts: 473 Last: Mar 20, 2013 [view latest posts] |
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Category: CoD2 General Posted: Sunday, Feb. 28, 2010 08:22 pm |
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That would be very nice :D. And you're sure that the Maya 6.0 is able to open projects of the newst versions?
[IBS]MattY writes...Quote: Learn Modeling first obviously... From that you will learn "skinning" and UV mapping etc. Once you have that understood, Rig your model, then export into cod2! :D
About all this "how i learn for cod2?" business, just learn a maya tutorial, as this is what cod2 models are made in.
And ones I have a completly modell, how do I rig and the export the modell for CoD2 MP?
Thank you very much [IBS]MattY and DemonSeed for your help! :D |
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DemonSeed |
General Member Since: Apr 30, 2009 Posts: 1362 Last: Feb 19, 2018 [view latest posts] |
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Category: CoD2 General Posted: Sunday, Feb. 28, 2010 08:35 pm |
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[IBS]MattY writes...Quote: Nah, it can be any maya version, however you will need 6.0 to EXPORT the bones to cod2.
Im going to talk to a Uni friend later who's on a master degree on 3d modeling ill ask him about the script maya uses, there has to be a way to edit/hack it so you dont need flicking 6.0 to export.
Dont you think people have tried that? We had top men like Regolith and NovemberDooby trying to edit the version number in the COD2 Maya export file, but it screws up the meshes and vertices if you do it. You have to spend hours and hours re-editing the .OBJ or .MA file with notepad trying to get all the info correct again. |
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tHMatt |
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General Member Since: Sep 11, 2007 Posts: 473 Last: Mar 20, 2013 [view latest posts] |
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Category: CoD2 General Posted: Sunday, Feb. 28, 2010 08:38 pm |
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DemonSeed writes...Quote: [IBS]MattY writes...Quote: Nah, it can be any maya version, however you will need 6.0 to EXPORT the bones to cod2.
Im going to talk to a Uni friend later who's on a master degree on 3d modeling ill ask him about the script maya uses, there has to be a way to edit/hack it so you dont need flicking 6.0 to export.
Dont you think people have tried that? We had top men like Regolith and NovemberDooby trying to edit the version number in the COD2 Maya export file, but it screws up the meshes and vertices if you do it. You have to spend hours and hours re-editing the .OBJ or .MA file with notepad trying to get all the info correct again.
Yeah, ofc. But maybe they where missing something someone else might not? Just because some modders couldnt do something doesnt mean its impossible. Im pretty sure if you sat someone qualified with maya script down, gave them both cod2 and cod4 exporters, they could differentiate between them... |
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