New swing arm models

#1
I've been working on how to make new swing arms for the weapon setup in my game.
It seems that the problem is with how x2mdl squishes all mesh objects to xyz=0 for their default pose' instead of keeping them the way they are supposed to be for SoM. The effect is that x2mdl can't make a new swing arm that is compatible with SoM's default weapon/hand-armor alignments.

But if we are only using new weapon/hand-armor models, like Ben in Rathmor, it should work. We just have to align the new weapon/hand-armor swing models to xyz=0 like x2mdl's scrunched MDLs.

In case any anyone missed it from the PRF editor thread, SoM can have more than 3 swing animations. Maybe up to 255 so you could make a different animation/sound for each weapon if you wanted. Including bows etc.


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#2
Attached (below the picture) is a working new arm example and alignment templates. If you make your own arm, the alignment will need to be tweaked a little to match, but it should give you a general idea. I didn't do much in way of explanation so just ask questions if anyone wants help making a custom arm/animation. Movingeyes


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.zip   Arm Example-Fixed.zip (Size: 181.15 KB / Downloads: 146)
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#3
John, the template is squashed in metaseq is that right? Very nice work - one problem ive had though is that my sword, regardless of what i do, does not fit in the hand. It seems to be very off to the right hand side. I'm assuming a bone is controlling this, any ideas which it could be? I'd rather tinker with a bit more info.
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#4
Yes, 'squashed' is correct. x2mdl moves the head of each bone in the MDL to xyz=0 for the 'default pose'. So to align weapons/bracers, you have to do the same.

Your problem with the floating sword was probably from a bad bone structure in the arm. The weapon aligns to the 4th bone in the arm. If that bone is missing, the weapon kind of floats. Also, x2mdl seems to delete the #4 bone if it doesn't have a mesh attached so make sure to add a little triangle polygon to the weapon bone so it doesn't get deleted. ‎ 
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#5
This is awesome, any idea if we can make a double handed swing like the the great axes (side to side) or the hammers (up to down)
- Todd DuFore (DMPDesign)
Site Founder
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#6
Actually i used your arm example, do i need to modify it?

I'm probably doing something wrong. I was thinking today about having a three hit weapon - something that would hit three times with three anims, if i set up the 'hit timing' or damage timing i could probably do it. Maybe a two hitter... And i'd shorten the damage recoil for my enemies.
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#7
My stupit- I somehow managed to upload an arm MDO that didn't have a mesh attached to the weapon bone so x2mdl was deleting that 'empty' bone. ‎  1782 That was causing the problem. Attached is the correct version.

I haven't tried double handed weapons, but I think there's a good chance we could do it.
SoM draws hand armor on the swing arm and I'm not sure if we could get the currently equipped hand armor to show up on the second arm. It would take some tests.


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.zip   Arm Example-Fixed.zip (Size: 181.15 KB / Downloads: 169)
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#8
Mines still nae good. Must be doing something wrong... Or my swing models are off.


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#9
Im a bit curious...this new swing model, how did you (or have you?) get it to show the proper swing model from the gauntlet you are wearing?

It looks like your swing has the hand and leather glove etc built in, but I know SOM uses the _1.mdo file for the gloves to fill that in normally.
- Todd DuFore (DMPDesign)
Site Founder
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#10
Gauntlets on a new swing arm work just like the original- arms have three boned-segments and the gauntlets swap out the 3 segments with new models. ‎ 
gauntlet_0.mdo will replace the hand segment.
gauntlet_1.mdo will replace the forearm
gauntlet_2.mdo will replace the upper arm

In the picture attached to the top post, the white cylinders with red numbers/arrows are actually gauntlet models, and not part of the actual swing arm.

My hope for making gauntlets show up on both arms in a two-handed swing is that SoM will automatically continue this pattern. So for instance, if you add an extra bone to the arm model, gauntlet_3.mdo may automatically be drawn over the extra bone.

Ben, if you can send me the arm/weapon you're working on, I can try to figure out what the problem is.
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