View Full Version : Alucard of Hellsing MIP. It's a qustion of bolts...

06-04-2003, 10:27 PM
k, I'm working out the low-poly version of this model right now. My main question is exactly how I'm supposed to bone it for jk2?
I'm using 3DS Max 5.0 with character studio(originally for Freedom Force modeling).


Now I've heard talk upon talk of importing root.xsi and all that but there has been no practical advice on WHAT exactly is ment by Bolts (Spacemonkey's tutorial) and the specific naming of bones (if necessary to import animations). I'm goning to be further finishing the skins while I wait on a reply to this(specifically UVM and skin work on the hair).

Additionally Alucard himself has a lankier figure than most other models so IK boning will probably require some customisation along with the animations.

So Any advice on where to go to find this info (polycount has tutorials that seem to loop in on themselves without explaining either of these, same with jk2 files.net) or the importer/exporter for 3ds max so I CAN import root.xsi would be greatly appreciated.

Anyone can get ahold of me through AIM< MSN< ICQ OR YAHOO, it's all in my profile.

06-04-2003, 11:46 PM
I could be wrong but bolts are used to detect player hitzones like a bounding box if you will.

If you want more info on how this stuff is put together check out my website under the tutorials section, and if you have questions then i'll do my best to help you.


P.S.: Post your questions to the general editing forum, this is the showcase forum...

06-05-2003, 08:39 AM
Yeah check out PsykO's tuts they are excellent, they got me through the process pretty easily but you willrun into some probs.

06-06-2003, 12:05 PM
yeah Psych0, I'm pretty sure bolts are for hit detection or they wouldn't need to be strategically placed about the model.

Gahd: You can obtain a perfectly good skeleton to import from Psych0sith's website, just click on his www button. Lanky shouldn't be a problem because the mesh doesn't have to fit the skeleton EXACTLY. When you weight the vertexes of the mesh to the skeleton you can decide what bones control what parts of the mesh...theoretically, the mesh could be beside the skeleton and still move just fine as long as you weighted it correctly.
Bolts are just a simple triangle with a certain name that tells JK2 where what parts of the model are; like where the eyes are and the top of the head and that. They're also included in the skeleton file on Psych0's website; this way you don't have to make or name anything, just import it and start adjusting.

06-06-2003, 10:43 PM
i dont know the first thing about alucard... apart from a mapper on gamingforums has him in hte avatar, and with that as my only reference pic.... looks really nice... and quite accurate

06-11-2003, 06:37 PM
Psy & Psy, you've both been incredably helpful. I've got exactly what I needed, ooh and I was debating on posting this in the general forum, then decided that since the model was to be released soon enough(beta testing it within the can that requested it) it could be mildly showcased.
BTW thanks again for the info and sample skeliton Psyk0syth. I'll update this thread specifically when Ive progressed more with the model itself (it's fairly light with only 1400 polys).

Also I think I've found a great way to do the whole model thing, do the LODs in reverse basically the exact opposite/same way as Psyko's own lod tut there, just using the meshsmooth modifyer locally (on certain patches at different levels) in place of the cut utility used in the tut. I'll log my progress hopefully get some good raw data for a useful tutorial.

06-11-2003, 07:45 PM
Thats a good idea, I plan to sit down and properly explore head modeling and devise a tut from there cos it can be quite daunting when beginning.

I thought about using meshsmooth to create LODS but my models always push 3K polys so its not really applicable to me