Wieghts and Tags


(SiliconSoul) #1

In MAX when connecting the mesh to the Biped with Physique, do the tags also get wieghted in or should they be excluded? Any help appreciated!


(ikanatto) #2

tags has no weights but only attached to one bone( in RtCW and ET ) and fixed its position relative to the attached bone’s position and rotation( in ET ).
so you have to physique a tag to one bone.


(SiliconSoul) #3

Hi ikanatto,
Do you mean ‘link’ a tag to one bone, instead of physique? If you do mean ‘physique’ that would explain why the physique modifier is grabbing them and treating them like bones. If you meant ‘link’ then I’m having problems with the modifier.
The modifier is linking to them like they are bones and the SKL file shows them as bones too. Is that correct, they are considered ‘bones’?
Thanks for your help.


(ikanatto) #4

pants wrote a nice tutorial for us about exporting mds. you can find what you need in it.
http://www.mothermushroom.com/images/miscFiles/mdsExport.html


(No1_sonuk) #5

There’s a .fig file in that tutorial. One of our modellers is trying to find out how to use it - The tutorial doesn’t cover that, it just says “here it is”.


(ikanatto) #6

The .fig file is the biped figure data.
loading it when you are editing the biped shape in figure mode, the biped shape will be chaged to the shape of the .fig file holds.
i recommand your modeller to read the Character Studio reference or tutorial first. theres a lot of useful info for modeller/animator.


(SiliconSoul) #7

Thanks for the link, ikanatto. I’ve read so much on this subject that my head is spinning. I’m working on a custom made bone system so I’m having to start from scratch. I can’t distort a CS biped enough to fit the mesh properly and I don’t want human movement. I actually got as far as getting it exported to an mds but the mesh was getting distorted in some areas. I suspect its the way I handled the tags during the build.


(SiliconSoul) #8

Hey sonuk, make a new folder in Character Studio called ‘Bip’ and put rtcwanimation.bip in there. Load TagRig.max > click on Bip01 on the loaded biped to hilight it> go to the ‘Motion’ tab and select ‘Load File’ under the General rollout> load up rtcwanimations.bip. The biped now has the animations applied to it.

NOTE: after clicking ‘Load File’ check the “Restructure biped to match file” option.
I get a crash everytime I don’t do that.


(ikanatto) #9

distorted mesh will be caused if you rescaled the already-physiqued model.
this problem had been discussed in RtCW forums when our great ancestors managed to get their models by sklout and tbuildmds( they were released with less documentations! ). cheers to them.
i have written some trouble-shoots about modeling… but i dont think this could help.
http://mak.s13.xrea.com/ET/troubles/
God blesses all modders.


(SiliconSoul) #10

Are you kidding?!? That’s the home page I got my browser set to! :wink: I’ve been reading all your posts and progresses, Ikanatto. It’s been an incredible help to me and Im sure to many others too. Many thanks for all your efforts and help! :clap:


(No1_sonuk) #11

Ikanatto, the link to the english version of the MDM and MDX data specifications is not working.


(ikanatto) #12

ah, sorry, I have been rewriting that. It should be working now. hope that English is improved… :eek3: