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Post by piseidon on Dec 25, 2016 19:01:52 GMT 10
Hi all, I'm making a new clothes for Carla, editing upl06AdaCarla.arc. I'm making a new cloth with very large sleeves so may question is: how make a mesh (or better some vertexes of a mesh) subject to gravity and swinging (for example when running)? Is it possible? I'm using 3DS Max 2011 working on the .mod file with MT_Framework 1.3.0 script (import/export .mod). See image. Problem is that while aiming or running arms are not in position in the image (obv) and this results like she has big ugly horizontal spurs. I'd like that sleeves are always in floor direction so it should be more realistic. Please explain in simple words cause I'm a beginner and sorry for bad english, thanks.
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Post by addbue on Dec 27, 2016 16:26:33 GMT 10
Well, the problem is. . . I call physics "jigglebones" as they are a special type of bone that has swinging movement when the player moves. However, I am just studying how to fully mod the RE series, and I am learning as I go. However, you will need the bones from Carla's scarf to get it animated. Otherwise, you'd have to find a way to make a copy of the bone and code mod the game to accept the new animated bone. Otherwise, the game would just ignore your newly created bone. You may want to speak with a modder who specializes in code such as FluffyQuack.
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Posts: 251
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Post by Re-Play games on Dec 27, 2016 23:00:17 GMT 10
I don't know for sure, I know little about modding of hit D4. Try asking at DarknessValtier, in mod of Norman, he added physics in his hair. (I don't know if he just applied the skin modifier with the hair of the Leon, but the fact is he did it xD, and did a great job
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Post by piseidon on Dec 28, 2016 13:54:55 GMT 10
Thanks for answers, I contacted Darkness but didn't answer. Problem is script I am using don't permit to export bones, only mesh, so if I edit a bone can't save to .mod
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Posts: 251
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Post by Re-Play games on Dec 29, 2016 0:03:59 GMT 10
I think you missed something during the process, I've used this script, and it worked perfectly on export friend
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