View Full Version : JK3 Bones to JK2
11-22-2009, 03:05 PM
Got a model fully weighed for JA. Thank's for the tuts on your site Psyk0 :emodanc:
Wondering now how would I go about changing the few minor bone differences from JA to JK2. That way my model is usable in both JK2 and JA.
11-22-2009, 06:04 PM
-You could probably get away with your current setup, however, you will need to rename "lhang_tag_bone" to "lhand_tag_bone"
-It's possible the mc5 bone prevents compiling if it's missing.
-The bones that were removed from the old JO skeleton are fingers and "feet" joints, honestly it shouldnt make a difference, no one cares if the toes and remaining fingers are bending or not ;).
Give it a shot and see what happens, carcass will give you error messages to help troubleshoot.
11-26-2009, 01:34 AM
Says it can't find bone lhand_tag_bone after I change it's name. Be easier weighting with the JO skeleton. Do you know where I can get my hands on it by any chance?
11-26-2009, 02:37 PM
Are you recompiling with the Jedi Outcast GLA? If you aren't, it won't work...
11-26-2009, 11:53 PM
I tired both .gla's actually. I might have done something wrong. Reweigh the entire model and try again.
11-27-2009, 11:56 AM
No need to reweight...the "lhand_tag" is not deforming any vertices, but it is still added to the bones list, remove any verts that are influenced by it.
11-29-2009, 12:27 AM
What do you mean by remove any verts influenced by it, exactly? Think a picture works best. I move the bone the left hand moves with it.
11-29-2009, 10:43 AM
When you pick the lhand_tag bone from the skin modifier list, there shouldnt be any colored verts showing up. To be sure, select all of the verts of the hand and change their weights to 0 (for that bone only!).
11-29-2009, 08:18 PM
None of the verts are colored or selected by that bone in anyway shape or form.
11-29-2009, 10:43 PM
Strange, i can take a look at the max file if you want, psykopat(at)geocities.com.
11-29-2009, 10:45 PM
Alrighty sounds good, send it right to you.
11-30-2009, 01:40 PM
Check your e-mail.
Fixed. Since i dont have Jedi Outcast anymore i cant test it in-game, it worked fine in modview tho.
Problem 1: You didnt rename the bone (at least not in the file you sent)
Problem 2: The bone is not in the skin modifier list.
Problem 3: There is a tag weighted to it.
The skeleton was meant for Jedi Academy and the MC5 bone was removed, so i had to reweight the hand_tag to the hand bone when JO seemed to work with MC5. This could mess up the force powers / saber movements. Take it for a spin and see if any problems happen.
12-03-2009, 03:17 AM
Yup got it. Thanks for all the help. :thmbup1:
Tinkered around with another model see if I could do it myself, figured it all out. Thanks again. :D
12-03-2009, 12:15 PM
Awesome, glad i could help :).
vBulletin®, Copyright ©2000-2013, Jelsoft Enterprises Ltd.