Author Topic: Adding bones  (Read 4395 times)

Tsuna

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Adding bones
« on: 2016-02-12 17:32:24 »
If anyone out there knows how to add a bone in kimera I would be so grateful if you could teach me how to do this. I'm fairly certain it's possible because of the AC barret model.

Kaldarasha

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Re: Adding bones
« Reply #1 on: 2016-02-12 18:53:14 »
You can add a bone in the HRC file with a text editor, BUT adding a bone breaks it compatibility with it's animations, which means you must recreate all animations for the model.

Tsuna

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Re: Adding bones
« Reply #2 on: 2016-02-12 18:56:31 »
Yeah im fine with doing that, i just need a brief description on how to do it. like positioning and attach it to which bone, things like that

Kaldarasha

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Re: Adding bones
« Reply #3 on: 2016-02-12 19:19:32 »
If you look in the HRC file you will see:

A number for the bones,

then you see the bones in that structure:

Code: [Select]
PointB
PointA
Length of the bone
Number of parts and the name of the RSD file(s)

If you add a bone you must write it directly under it's parent point. As example:

D
A
...

has to be under

B
A
...

if you write it under

C
B

it wont work.

Let's assume you want to add a tail you need to add it to the root which should look as that


Code: [Select]
hip
root
3.6045
2 ACGE0 ACGE1

tail
root
3.6045
1 TAIL

Does that help? Don't forget to update the number of bones with the one you have added.

Tsuna

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Re: Adding bones
« Reply #4 on: 2016-02-12 19:36:43 »
I will test this later and thank you, im sure i can fix alot of things with this. Uhh just instead of making a new topic any chance you know how to add a new animation into game? And how to code where it happens and when?

obesebear

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Re: Adding bones
« Reply #5 on: 2016-02-12 20:04:30 »
I really don't think you're prepared to be creating animations from scratch.  But best of luck.

Kaldarasha

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Re: Adding bones
« Reply #6 on: 2016-02-12 20:06:04 »
I will test this later and thank you, im sure i can fix alot of things with this. Uhh just instead of making a new topic any chance you know how to add a new animation into game? And how to code where it happens and when?

If you create a new animation you can call it what ever you want but with an .a at the end. Usually four letters and then .a (as example VWXY.a) for the rest you need MakoReactor. Every field has a set of models, where every model has a set of animation. So you need to add the new animation to the set. The rest needs script editing.

One last thing battle models can't be edited this way and sadly we have no tool to edit the bone numbers there.

Here is the warning again: If you add a bone you need to make the animations from scratch which is a pain with Kimera. You can copy and paste the bone positions of the frames from Kimera instance to another. And if you new what are the key positions of an animation you can interpolate a lot, but this needs a lot of testing and experience. However if you master it you can easily make an animation in a few hours.
« Last Edit: 2016-02-12 20:14:43 by Kaldarasha »