I'm trying to convert the .dae files from Penumbra to .obj models and then import them to MilkShape to rig them, starting with an Infected from Black Plague on the fast zombie skeleton. It seemed to be going fine, but when I compiled and tested the MDL (both ingame and in Model Viewer) it ended up looking like this:
[IMG]http://img689.imageshack.us/img689/7110/infectedskeleton.png[/IMG]
And here's what it looks like in MilkShape:
[IMG]http://img824.imageshack.us/img824/9968/infectedmilkshape.png[/IMG]
I know my rigging is a little off (this is the first time I've done anything like this) but it shouldn't make the model look like this, so I'm starting to think the problem came from compiling the model (which I'm just starting to figure out.) Any ideas?
Why are there bones on the back? Did you really even rig it?
is that a dick i see? also just parenting the mesh to the skeleton doesnt work.
[editline]09:38PM[/editline]
either that or the base skeleton you used is messed up in ways i do not know how to fix.
[QUOTE=nayr7259;23431207]Why are there bones on the back? Did you really even rig it?[/QUOTE]
Like I said, it's the fast zombie skeleton from HL2 and those are the headcrab's legs. I figured if I didn't assign any vertices to the bones for the headcrab, you wouldn't be able to tell they were there ingame.
[QUOTE=Sparkwire;23431279]is that a dick i see? also just parenting the mesh to the skeleton doesnt work.[/QUOTE]
I think it's supposed to be an umbilical cord or something; it's too high up on his torso to be a dick. What do you mean by "parenting the mesh to the skeleton"? I highlighted the vertices I wanted to use, clicked the corresponding bone in the joints tab, and clicked the assign button. Is that wrong?
[QUOTE=DZ987;23428980]It seemed to be going fine, but when I compiled and tested the MDL (both ingame and in Model Viewer) it ended up looking like this:
[IMG]http://img689.imageshack.us/img689/7110/infectedskeleton.png[/IMG]
[/QUOTE]
You should just go ahead and release Mr. Springs there, I'm sure [i]I'd[/i] find a use for that.
Im pretty sure you have rigged it incorrectly or have moved the skeleton's origin, also have you fixed the rotation errors you get when you decompile the fast zombie? to fix this simply add "rotate -90" at the end of each animation in the QC file.
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