Ok so i've search all over the place for bipeding tutorials.. i have a Rigged clone trooper that i want to turn into Biped tags for halo.. can anyone please find me or make me a tutorial? Really need it guys! thanks..
Phantom, could you give us some more information about how your biped is set up? Did you rig it to the Cyborg (Master Chief)'s bones, or did you make your own? What part of making a biped don't you understand? Be more specific so we can better understand how to help you.
...Uh? Way to contribute to the thread, man!
it's most probably rigged differently.. i don't understand bipeding at all really i found this clone trooper on scifi3di'll link you so you can take a look
http://scifi3d.com/details.asp?intGe...tID=13&key=607
it's BLUE.max or .3ds...
mine will be resized to around masterchief's size
If you have no idea where to start, I'd suggest you start with something smaller. It'd be a bit of a struggle to get that model ingame (which, I'd imagine, isn't compatible with the CE Chief's bones) for a first-timer.
There's a few tutorials covering the subject already - take a look at this one by WOL to see the general process.
Once you have a biped that's rigged to the bones of the Cyborg, you can export it using the BlueStreak JMS exporter to save a .jms, just as you would any other model (the only difference is that BlueStreak lets you export with rigged vertices, while Blitzkrieg does not). Then you just compile the gbxmodel (again, as normal). You then need to ensure that the Node List Checksum is the same as that in the original Cyborg's gbxmodel (the value is 1828349080). You will need Kornman00's hacked Guerilla to do that.
Then you just reference the gbxmodel in a biped tag's model slot and you're done.
Also, if you're using BlueStreak, be sure to convert your model to Editable Mesh before export if you modelled it in Poly. Convert it BEFORE applying skin modifier, or you could weigh the verts, save the weights (theres a save button, it saves a text file) which you can then load after you've converted to mesh.
If you dont do this, your model usually gets compiled in little chunks with large chunks of geometry missing. Which is bad!
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