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News Working Black Ops Skeleton
#21
crAyon makes no warranty with respect to documents or other information available from this place, assumes no legal liability or responsibility whatsoever for the accuracy, completeness, or usefulness of any such information, and does not represent that its use would not infringe privately owned rights. crAyon disclaims all warranties, express and implied, including the warranties of merchantability and fitness for a particular purpose.
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#22
nice progress
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#23
good work , here a new model for you, real skeleton to work on it, need rotate 'cause is not z up and rescale it to fit, but give you the right human proportion.
there-s some plugin that realy can help but maya 2009 seam is out of date....
Advance skeleton on the bar...

[Image: 5m9w6a.jpg]

maya binary file *.mb


Attached Files
.zip   Skeleton_tut.zip (Size: 720.21 KB / Downloads: 10)
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#24
Already working on a skeleton model.

And one with a shield.
crAyon makes no warranty with respect to documents or other information available from this place, assumes no legal liability or responsibility whatsoever for the accuracy, completeness, or usefulness of any such information, and does not represent that its use would not infringe privately owned rights. crAyon disclaims all warranties, express and implied, including the warranties of merchantability and fitness for a particular purpose.
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#25
to keep alive...

[Image: b6x3pd.jpg]

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#26
(10-11-2011, 14:45)deadcrayon Wrote:
(10-11-2011, 13:01)Se7en Wrote: Fuu
BO already has it:
SteamApps\common\call of duty black ops\bin\maya\rigs\viewmodel\ViewModel_Player_Fullbody_Rig.mb
Fullbodys tags are SAME as char's / tested .
but nice .
Also: eyes and all face are head model ( there is face anims pf_ etc )

Troll

Move along se7en, don't you have some steam messages to send 393824092480 times in one day to someone?


dear god, i thought i was the only one...
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#27
@crAyon

[Image: 2evx269.jpg]

I tried to compare the skeleton with your MasterChief. At first glance do not match and I have no idea which of the two can be adapted to have a working model. I'm still inexperienced and is difficult to get all tools work properly. I saw that there are types of skeleton, normal and basic and the most that I was able to do so far was to export a model in html format.
project to use the animation of the mask in "moon" and fit to a model of Predator and perhaps at the same time to understand how to import a different model.
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#28
(10-11-2011, 14:57)deadcrayon Wrote: AND @se7en, you're just confusing people telling them there is a skeleton. EVEN
though there is a def_skeleton, you still have to BIND and know about skin WEIGHTS.

BEFORE you can just bind a model to a skeleton. Otherwise, your skin will get all
stretched out and look like this:


Your skeleton is fake, for this your skin will get all stretched out, anyway if you use blocknotes on BO files you will find something about skeleton...
[Image: 3txq9.jpg]



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#29
(10-31-2011, 22:00)Gladio Wrote:
(10-11-2011, 14:57)deadcrayon Wrote: AND @se7en, you're just confusing people telling them there is a skeleton. EVEN
though there is a def_skeleton, you still have to BIND and know about skin WEIGHTS.

BEFORE you can just bind a model to a skeleton. Otherwise, your skin will get all
stretched out and look like this:


Your skeleton is fake, for this your skin will get all stretched out, anyway if you use blocknotes on BO files you will find something about skeleton...
[Image: 3txq9.jpg]

huh? 5char
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#30
@rotceh_dnih.

Yep, theoretically should be importable, arms seam to work in the same way, i don't know about head and other few things and maybe will another "never ending project" 'cause save issue. I also realized that perhaps a step backwards could help, with free MW copy from mw3 i'll download other modtool, maybe I can set in a functional connection modtool/Maya, until now i can create only F*** unnecessary folder...

char give me some error message like camera is not centered
[Image: 206eb5t.jpg]
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