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View Full Version : Right we can now make models- lets make some new Animations


Anakin
06-18-2002, 08:01 PM
Ok bright spark time :D :D

We now have the models, I think its about time we learnt as a editing community on how to create new animations.

We all know that some of us will need SoftImages and 3DMax, so lets start creating a complete list of tutorials, and tips/hints on how to do this.

Anakin

Anakin
06-20-2002, 12:53 AM
Bump

Madjai
06-20-2002, 09:49 AM
lets see now...
1. To make custom animations you MUST have softimage
2. Softimage is really really expensive
3. Anyone who can afford softimage would probably not waste their time on making animations for a game
4. Im guessing doing hundreds (thousands?) of animations would take a very very long time, especially to a noob, and if that person is not a noob, see #3

Jedith
06-20-2002, 10:25 AM
I don't think his AOTCTC mod will really work out at all.
You guys promise so much, it's not easy and simple.
Unless you get a pirated version of SoftImage... I don't think you guys are willing to pay $$$ JUST to make a mod for JK2.

Sniper Wolf
06-20-2002, 10:48 AM
It's not illegal to share programs like that on Kazaa or else Kazaa would be shut down or some measures would be taken, but no one on the Kazaa development has said one word about software pirating or sharing. Anyways, people would be arrested or at least get warnings for types of things like this.

sithlord-II
06-20-2002, 02:55 PM
LOL

not illegal to share on kazaa???
LOLOL THATS A GOOD ONE
hahahaha
hehehe

SW why do you think there is such an uproar in industry against those type of programs
hehehe
its just too ahrd for them to track down thru kazaa, etc

MessiahErebus
06-20-2002, 05:05 PM
It really goes beyond illegal...LOL notice your own classifying term
PIRACY...oh man...not illegal...lol

of course...that's not to say i don't think pirates are justified when it comes to rediculously overpriced software like graphics programs...but eh...that's a whole nother topic

Rajess MoDuron
06-20-2002, 10:07 PM
I am so sick and tired of hearing people who haven't posted anything constructive on any of the editing posts whining and complaining about how "You cannot change animations without softimage" and "softimage is too expensive, you'd have to steal it".

Shut the frick up, because I am just about up to my neck in it.

Some people have softimage, and no, they didn't have to steal or pirate it you retards.

When JK first came out, the community had to WRITE PROGRAMS to edit, they weren't given a SDK, they weren't pally wally with any of the programmers, they got up OFF their duffs and did something. Why the mother-pus-bucket do you idiots think the same is not possible now? The editing community will always find a way. Lightsaber hard-coded? Pshaw. Animation editing impossible? My tuchus. It will all be done. And it will all be done by people UNLIKE YOU who rather than trying to destroy other people's vision, continued with their own.

Unless you have something constructive to say, don't say anything at all. God hates naysayers, and he eats their children.

Major Clod
06-20-2002, 11:33 PM
I completely agree with Rajess.

I am sick of people filling all these animation threads with comments that state you need softimage and it is too expensive, etc...

I wonder if they stop to think about this. It's all well and good to have softimage, but you actually need an exporter for the GLA format to actually use whatever animations you've created.

It does not matter whether you have a copy of every animation package in the world, and your own motion capture studio. You cannot create custom animations without some way of turning them into the GLA format.

This is why the community needs to develop one of these plugins, it is not impossible. I am sure that one could be developed for use with 3DS Max, we are not just limited to softimage, just because the developers used it.

Rajess MoDuron
06-20-2002, 11:46 PM
Alright, this is more along the lines of what I am talking about. Where are the old JK innovators? Where ARE THEY?!!? I need to think.

JangoFett41
06-21-2002, 02:00 AM
Um, I don't think this post is for complaining about other people who are complaining about SoftImage. I really don't give a rat's ass how you do it. I'm with Anakin. I'd love to see some new animations. I think the first thing that should be worked on are different saber stances. I'd like to see more "choreographed" (spelling?) fights stuff you see Obi Wan doin in Ep 1. Give me feedback

Rajess MoDuron
06-21-2002, 02:26 AM
No, I agree Boba, I'd love to see new anims. I just get p'd off when people think they know more than they do.

JangoFett41
06-21-2002, 03:02 AM
btw, it's Jango.:D

Rajess MoDuron
06-21-2002, 03:11 AM
Sorry, brain not working today.

Heide
06-21-2002, 04:35 AM
Originally posted by JangoFett41
I'd love to see some new animations. I think the first thing that should be worked on are different saber stances. I'd like to see more "choreographed" (spelling?) fights stuff you see Obi Wan doin in Ep 1. Give me feedback

A more choreographed or movie-like saber duel would be spectacular, thatīs for sure, but keep in mind that it has to be controlable for the player in battle. I think that saber fights in the game canīt look 100 % like the movies because you donīt know neither what your enemys next move is, nor he knows yours. In the movies they were, as you say choreographed so they canīt really be compared to a JO Saber Fight.

NickR
06-21-2002, 05:12 AM
Well we (my mod team and I) have come up against the same problem with the animations. We don't have the xsi humanoid file and raven says its about 400 megs, so either I'll have to code an exporter or be lazy and wait for one of you guys to do one. Maybe we could make it open source and get everyone on board?!?!

BTW. My mod team has SoftImage XSI (legally!!) and a Motion Capture Studio! Sweet a? :)

JangoFett41
06-21-2002, 05:40 AM
Expanding on my earlier post, I have seen the different styles. They have them in those DK books where they explain everything in detail and they have lots of photos. It's in an Ep II guide. Very cool. You can find it at Barnes & Nobles if anyone feels like making these stances.

I also wanted to talk about the whole choreography thing. It wouldn't be that hard I don't think. Just add more blocking moves. Think about it. In MP you really can't block and the fights pretty much suck for that same reason. If you add blocks it would be a lot more realistic and might force people to fight in a more realistic manner e.g. don't always attack first, wait.

give me feedback.

bliv
06-21-2002, 05:41 AM
I read somewhere that there are only 4/5 motion capture studios in existence. I may be wrong though.

Rajess MoDuron
06-21-2002, 05:45 AM
The stuff that you guys are talking about is pretty much all the stuff that is in this Mod Idea that NRG studios is going to begin working on as soon as we get some programmers.

Here is the link:

http://64.246.44.70/~lucasforums.com/showthread.php?s=&threadid=44451

JangoFett41
06-21-2002, 06:03 AM
yeah but I'm talkin about REAL official stances like you see in the prequels it also has the parrys for them to.

Anakin
06-21-2002, 06:28 AM
Glad to see someone is taking this seriously, unlike most of you laid back 'i dont give a...' people out there, some of us are ablr to put money and time into this project. I have a legit copy of softimage thanks to my days of working in an animation company, so I can do it, Im just not sure how we do the bit in between.

So useful posts are much welcomed.

Rajess MoDuron
06-21-2002, 06:32 AM
Jango, I have a copy of those pages on my computer. Don't worry, if we do as planned, they will be the official stances. I really wish Raven could talk to us, but I'm beginning to think that perhaps LucasArts has asked them to back off.

JangoFett41
06-21-2002, 06:33 AM
bastards! ok, i'm done.

Heide
06-21-2002, 06:40 AM
Originally posted by JangoFett41
I also wanted to talk about the whole choreography thing. It wouldn't be that hard I don't think. Just add more blocking moves. Think about it. In MP you really can't block and the fights pretty much suck for that same reason. If you add blocks it would be a lot more realistic and might force people to fight in a more realistic manner e.g. don't always attack first, wait.

give me feedback.

For SinglePlayer it is a interesting idea to add more different block animations, but for Multiplayer...
I remember a quite similar discussion on this forum, donīt know which thread. If you want more blocks in Multiplayer, Iīm afraid Saberfights would tend to be too long and be finished by one final strike. Reminds me of that 1hitkillbackstabdfawhatever threads. On the other hand if you gonna make the blocking manually not automatic like it is, I can imagine it in only two ways:

1. You press a "Block"-Button with no need for further combinations. Sound pretty boring to me.

2. You press a "Block"-Button in combination with other keys, for a specific block or direction. The bad thing about this way is that beginners on that system would be instantly killed on the first strike. So You are right at the Start again. Frustrated by learning the Ins and Outs of Saber-Combat.

Again, for a SP this Idea is not that bad.

Anakin
06-21-2002, 06:40 AM
Most of the Raven guys are really good to us :)

Mr PoopyPants
06-21-2002, 06:45 AM
CademiaX is currently developing a mod with new animations to the DoubleSaber as well as adding KungFu moves, go and support him. He posts in the General Editing forum mostly. I'm gonna go and eat some cheese.

JangoFett41
06-21-2002, 06:48 AM
Originally posted by Heide


If you want more blocks in Multiplayer, Iīm afraid Saberfights would tend to be too long and be finished by one final strike.



I think that would be cool to have long saber battles because that's the way it really is. It should suspenseful and take talent. It shouldn't just be running around and slashing blindly at your opponents. I hate the running around s***. Completely unrealistic.

hey, that came out pretty good.

WhiteShdw
06-21-2002, 07:15 AM
Hey, this is an interesting thread.


What i'd like to see with block is add something like a timing function or something similar to what Heide said. The have something like that in Soulcalibur. When you time it correctly you can parry or counter an attack, by pressing back or forward and block. The timing is crucial in this. Something like this would be cool. The only problem is that this might not work in Mp because of the lag issue.

Hey i would love to see some of those styles you guys were talking about. I remember Nick Gillard (stunt coordinator on Ep I/II) talk about saber styles and how he used different styles of swordfighting like Kendo and fencing to create the lightsaber style. Maybe it would be a good idea to look at these styles also and not stick too much to what you already have. That way you are more flexible.

I think i remember somebody posting something about saberfight choreograpy on Theforce.net. I think he posted a whole tutorial on it there for fanfilms and such. If i can find the link i'll post it here.

WhiteShdw
06-21-2002, 07:22 AM
Well i found it, but the link doesn't seem to work. So i'll just post the main tutorial page and hope they fix it soon.

http://www.theforce.net/theater/tutorials.shtml

JangoFett41
06-21-2002, 08:40 AM
The book with pictures of the different stances is the Star Wars Episode II: Attack of the Clones - The Visual Dictionary. It's a big book and goes in depth with the lightsaber styles among many other things. Check it out.

DarthFallen_NYC
06-21-2002, 09:14 AM
I want to thank Anakin for this evolutionary thread. I'm glad that we finally turned from the "it's too expensive and too complex" phase. Of course we don’t have to forget that creating new animations is in fact very complicated and will take a lot time and creative thinking. I like how Rajess MoDuron stated that when jk first came out, the custom editors had to write their own programs in order to alter the game. Needless to say, jk2 is far more difficult to edit than jk and its density will obscure beginners. However, as long as we keep helping each other and work together as a community, I’m sure that one day we will be able to edit the animations. What we can do now is to keep reading those tutorials and beg for the single player sdk’s.

The :evil1: FallenAngel_NYC :evil1:

JangoFett41
06-22-2002, 01:49 AM
bump

I like this thread lets keep it alive

Heide
06-22-2002, 04:34 AM
Yeah but we have no real replies for Anakins Original Topic of this Thread. Maybe we should think about the the "How we can do it" before we talk about the "What we want to do". Problem is: I canīt animate, so Iīm no help at this point.

Lucko Mabri
06-22-2002, 05:12 AM
Viva la Revolution! Sorry Just Had To Say That *Runs Off* :D

-Lucko Mabri

Rajess MoDuron
06-22-2002, 05:18 AM
What we need are people who are extremely proficient at c++ first. I know a little, but not enough to push the movement forward.

Anakin
06-22-2002, 05:33 PM
Indeed- I shall email a few guys at Raven and see if they can help us.

Toonces
06-22-2002, 06:00 PM
Well, I'll throw my hat into the ring. Unfortunatly, while I can't program (just html) I do have access to a copy of softimage (Yes, a legal copy, he works in the industry) through a good friend. I'll admit i'm still rather new at modeling, but I'm a quick study.

I'll send an e-mail to somebody at Raven too, perhaps they would be willing to give a little direction to creating custom animations

CT :lightning

C]-[33S3/\/\@N
06-22-2002, 06:14 PM
Admin/Mod please make this thread sticky, its bound to remain topical until the issue is solved anyway.

Cheers

Anakin
06-22-2002, 06:15 PM
Email sent to a few devs :)

Toonces
06-22-2002, 06:55 PM
heh, beat me to it Anakin :D

I'll definatly be watching this thread closely, Mr Sidious to my left is begging (actually zapping) me to give him custom animations :p

CT :lightning

Anakin
06-22-2002, 07:22 PM
lol- so are the reast of our models!!

Heide
06-23-2002, 04:41 AM
Guess what ...?

BUMB

Emon
06-23-2002, 06:17 AM
Rajess MoDuron is right. The community will also figure out a way to decompile the single player source code from a DYNAMICALLY LINKED LIBRARY, somehow managing to get the game's source code from a bunch of hexidecimal numbers and garblygook. :rolleyes:

[/huge sarcasm]

Emon
06-23-2002, 06:22 AM
Rajess MoDuron, also, you're partially wrong about JK1. Nearly every file format for JK1 is in ASCII. This means animations, 3DOs (3D models), MATs (textures), COGs (scripts), everything. The only thing that isn't are the font files, I think. So this made creating editing programs A LOT easier. It's one thing to make a program which lets you change, add and remove verticies and such from a 3DO or a JKL (level file), it's a COMPLETE other to make a program that has the same power as something as Softimage (used to animate EP1 and EP2 stuff), and be free at the same time.

JangoFett41
06-23-2002, 11:57 AM
what?

FeurGrissa
06-23-2002, 02:15 PM
i dont think we should look to somone to make a new program specifically for making animations in jk2, how hard would it be to make a importer or exporter. next question is how hard would it be without Raven's assistance? i dont think ID released the exporter/importer for md3's did they? somone else had to write them. why cant somone do that for this? btw i dont know jack about getting animations in-game for any game, ive never done animations with any of my models, but if it is possible for other games like Quake3, or half-life, why is it not possible for JK2, especially when its based off of q3?

Anakin
06-24-2002, 04:49 AM
I cant remember the prog that they used for Q3 that the community made... hold on Ill find out

morphius_doh
06-24-2002, 05:55 AM
What I'd like to see are some animations from the final dual in TPM.

Emon
06-24-2002, 02:24 PM
Originally posted by FeurGrissa
i dont think we should look to somone to make a new program specifically for making animations in jk2, how hard would it be to make a importer or exporter. next question is how hard would it be without Raven's assistance? i dont think ID released the exporter/importer for md3's did they? somone else had to write them. why cant somone do that for this? btw i dont know jack about getting animations in-game for any game, ive never done animations with any of my models, but if it is possible for other games like Quake3, or half-life, why is it not possible for JK2, especially when its based off of q3?

Because the animation system for JO is insanely more complex than Q3's or HL's.

I'm not saying it won't happen, but I'm saying it's going to be very difficult, and if it ever happens, your animations made in MilkShape will never be remotly as good as the ones in JO.

FeurGrissa
06-24-2002, 04:57 PM
well, i have never used milkshape first of all, i am prettyy good with 3DS MAx, and i now have softimage too, and i intend to get better with both, but thats not the point. point is, if raven got the animations in there, then we can make our own too. especially if raven releases the tools. the only thing i have seen more complex about JO animations than Q3 ones, is that there is more of them/more keyframes. that and the object collision system taht lets sabers hurt people and stuff like that. that is probably hard coded, so we dont need to worry about it. and i beleive in time we will ba able to make costom animations too. i dont really know if we will get any help from Raven on that, but they helped with everyhting else, why would they stop now?

personally it is my opinion that pessimists never get themselves, or anyone else, anywhere. so why not STFU? if we want to figure out a way to do animations, then why cant you just think in youre head "ohhh thes guys are idiots and that will never happen" and then go away?

emorog
06-25-2002, 12:35 AM
I always find it odd when reading posts complaining about the model and exporters. I don't understand why there are so many posts about "must have SI" or we "need an exporter' when the first tools release included the .xsi exporter for 3DS Max, (so you don't need SI) and the compiler for .xsi files. does noone remember this?

Then tools release 2 included the source code describing the formats for .gla and .glm files.

There! I've said it, so now you know. Please spread the knowledge.

Madjai
06-25-2002, 03:12 AM
.xsi format is for models, not animations. so your right about not needing SI for .xsi, but for the wrong reason.

emorog
06-25-2002, 03:20 AM
actually, you're wrong. .xsi files contain full animation data.
carcass will read them and make a .gla and .glm from them. You're only using them to create models right now, but that doesn't mean they're only for models.

Madjai
06-25-2002, 03:29 AM
oh, so your saying we just need to convert the humanoid.gla to .xsi and then import it into 3dsmax, edit it as we wish and then export it back to .gla?

FeurGrissa
06-25-2002, 09:57 AM
hehe that would be nice :)

Anakin
06-26-2002, 05:02 AM
bumpsey upsey

NickR
06-26-2002, 11:06 AM
I guess someone will have to work on a .gla 2 .xsi converter or a .gla importer. If we knew how the animations were read we and how xsi files are read it would be simple. :) Right?

FeurGrissa
06-26-2002, 01:42 PM
maybe we could ask the guy who made the md3 importer to take a look at it, see if he will help us out....

Aetherfunz
06-27-2002, 06:00 AM
Hmm... took me a little time to read thru the whole thread (haven't been here for a long time --> stress with the final exams at school, but now it's all over, for sure... :p ) but here's my 2 cent:

IIRC the .glm files are the Ghoul2 Models and the .gla files are the animations therefore. So the _humanoid.gla contains every animation for all of the models. Only the animations.cfg describes which anims (say: frames to start, etc.) to use.
So there has to be a way for a .gla exportere for 3DMax, or other similar programs. We just need someone with knowledge of Ghoul2 Formats.
I'm part of a DBZ-Mod Team and we will have to make a lot of new anims, only walking and stuff will be the same, so I don't think we will need the root.xsi file for this. Only some sort of .gla exporter for a 3D program. IMHO this exporter/importer has to be realized in some way, and I think for someone with good knowledge of the Ghoul2 formats it wouldn't be that hard...
If only I knew a little more about those Ghouls... :(

BTW, what means that BUMP, everyone in here uses frequently?

Peace & Respect
-- Aetherfukz

Dark Cloak
07-06-2002, 03:17 PM
Well...I don't know...I'm too tired to think about it right now, and I've got other things on my mind at the moment *peers at her boyfriend...smirks* But if the .xsi importer that came with the editing tools can do animations, how come we haven't (unless I've missed it) seen any kind of new attempts at animations? Like beta attempts? If there are any people who have been trying to unlock the secrets of that little plugin...come forth! ;)

aL BeasTie
07-06-2002, 04:27 PM
I beleive one of the obstacles is that even someone with SoftImage and good knowledge of how to use it can make new animations but have no way to turn it into a .GLA.

One thing to consider is that all JO models use the humanoid_.gla file for their animations which is around 9MB.

Any model that requires new animations is going to end up around the 20MB mark if they are adding new animations rather than just replacing them.

Also It seems that Raven underestimated thow many pros. were going to get there Big Boys Toys out and start MODDING for JO.

The diddn't expect many ppl to own 3DSMAX and they figured that no one would own SoftImage (legally), but it has become apparrent that there are dozens of ppl in the JO community that have SI and are just busting out of their skin to give animating for JO so I wouldn't give up Raven just yet. They must have realised by now that such plug-ins were an oversight, they gave use the tools to make models, so if they want JO to really become the next MODDING platform after Q3 and Half-Life then they will haver to release a .GLA exporter for SI. Or an importer/exporter for the more common animation programs.

Sorry for the long post, but at leat it's not a bump

Anakin
07-06-2002, 05:08 PM
Good Post - I have emailed Chang from Raven and he should be getting us results hopefuly.

Anakin

sithlord-II
07-06-2002, 05:32 PM
well, has anyone tried creating new animations with just the base skeleton in 3d studio max, and exporting it as XSI with anims, then trying to reference a model to it via assimilate?
because i believe you can choose GLA files as well as XSI's within assimilate....

Anakin
07-06-2002, 05:42 PM
I tried and failed- with out Raven telling us how to do it we are stuffed.

Now I have got another thing through the post today from SoftImage, its a training CD and SoftImage XSI 2.0 Full Version with no lock outs :)

Now thats cool :)

Anakin

MacD
07-07-2002, 12:24 PM
Uhm, isn't that the Softimage Experience cd? Ok, cd's. I don't think that you can export to any usefull fileformat with that, can you?

Dest
07-07-2002, 02:28 PM
I made a mod that lets you have two sabers at once... now if I only had some two saber fighting style animations...

aL BeasTie
07-07-2002, 10:39 PM
Originally posted by sithlord-II
well, has anyone tried creating new animations with just the base skeleton in 3d studio max, and exporting it as XSI with anims, then trying to reference a model to it via assimilate?
because i believe you can choose GLA files as well as XSI's within assimilate....

Yes you can choose .XSI files in assimilate, (I guess you knew that anyhow) I accidentaly gave Duncan's Gamorrean (was helping him get it in game) the protocol droids animations coz I had it in .XSI format at the time coz I was trying to convert him to a player model (gave up, sorry guys) I diddn't try to run it in JO but if I remember correctly assimilate diddn't winge about it.

Sithlord II my be on to something but assistance from Raven may still be needed. If you read the model naming conventions .doc that came with the raventools2, it seems to be an actual document that would've circulated among the Raven modellers. I'm guessing that if they were standardising model creation the same will probably apply to making animations

There will probably be at least a few golden rules on how the animations are set before the .XSI file can be used with JO.

just my thoughts (I know nothing about SI)

Aetherfunz
07-30-2002, 10:51 PM
BIG BUMP

Master Yogurt
07-30-2002, 11:06 PM
no one's said anything for a while whats going on?

Kinja
07-31-2002, 02:02 AM
Ya, whered everyone go. I just found this thread today and it is the most interesting and important thing to me right now. I've got a TC mod that I want to do, but if we can't figure this out then that idea is all in vain:( BTW: I'm not saying to use any illegal software but c'mon people, you don't go out and spend 7,000 dollars to learn how to do this stuff. Trust me, thats not how it is done. Get over it. Worry about buying it when your ready too make a buck off of it. Anyway thats what someone said once. I personally think that person was crazy, hehe:smirk2: Also, emon said awhile back that you couldnt animate as good with Milkshape as someone with XSI. Well, thats absolutly as false as it comes. Ya it may be harder to animate with that program, but a good animator could get the same result, its just a matter of tweaking and time. Anyway, this thread needs revived, cause the future of this community depends on it. I really hope Lucas Arts isnt trying to keep the technology secret, and if so thats lame as all hell. I mean #### its just modified dated Q3 anyway, and from what I hear, they are going to realese the goods for Unreal 2 which is far more valuble and cutting edge technology. But they know that haveing a good mod community will give there game a long life even after the original game is dead. The thing is, is that unless they give us what we need to really make Total Conversions, my interest in this community will deminish soon. So Raven, its up to you guys to make Lucas Arts see the value in haveing a real Mod community. Its good for us all.

Gram_Reaper
07-31-2002, 03:21 AM
Yeah, hey has chang gotten back to you yet Anakin

Darth Loki
07-31-2002, 05:12 AM
well said Kinja. amybe when the unreal 2 source is released, raven will see the importance in doing it.

Kinja
07-31-2002, 05:26 AM
BTW: Kman, you should make this a Sticky, even if its not model related. Besides ther is no animation section anyway, and this kinda talk is much needed.

SilentMobius
07-31-2002, 05:29 AM
*Cough*
http://www.lucasforums.com/showthread.php?s=&threadid=69621

I haven't got much further, but I believe this _will_ be the answer

justplainzero
07-31-2002, 07:15 PM
i went 2 go see Ep2 again, hmm...all that needs to be done is:
the animations need to be more "flashy" all they really do is circular(sic?) movements, check it again, u can clearly see this type of style in Jedi Power battles' moves(some of them) it seems
the styles used by the jedi, try to waste as little energy as possible by the flowing movements...not really to do with the thread, but i mean...thats all i think that needs to be changed

Anakin
04-01-2003, 07:14 AM
Right im bumping this up for a good reason.

A while ago, well Aug 2002, Myself and James Monroe from Raven moved into making a GLA import into Milkshape.
Now I was told to keep this under wraps until we had something to go on, but with out the support of Raven and just been talking to razoraces I have decided to move on and continue with the work with the help of the community.

I think people there are a lot more info out here in the community than some of us would like to admit, myself including as I have been told things and well there is other stuff too.

Its time to share people, if we are going to enjoy whats left of the editing community for JK2 until we move to JK3 lets help each other to help us.

Anakin

Anakin
04-01-2003, 08:43 AM
things to consider:
- any one mesh that comprise your character should not have more than 500 vertices otherwise that piece will not produce a shadow.
- Points on your mesh can NOT be point weighted to more than 4 bones at once. I have found that Softimage will often carry rogue deformers and even though their influence on the mesh says it has a 0 value, it is still listed as a deformer. In Soft's point weighting attributes dialog pop-up it shows how many deformers are on which points in the column on the far right. If you see a point with more than 4 def's on it you'll need to select the point and adjust the point weighting so it's total 100% weighting is doled out to no more than 4 deformers. If it says it has 6 deformers and you see that it is only 50% to the femur and 50% to the pelvis you'll need to select one of the other deformers with no weights and manually slide the weight percentage slider to the left (confirming a value of 0). If this deformer was one of the rogue deformers then you should see the deformer list drop by one. If it doesn't then you'll need to select another rogue deformer. This deformer bug was kinda #vck3d up, it was a pain in the arse to hack it like this but nothing else could be done.
- If you have LODs then you must make sure that the each mesh in the highest LOD is represented somehow in the lower LODs with the same name only with a "_*" suffix where * is the number of the LOD or number of iteration. So for example: "Stupidpouch" is a separate piece on the highest LOD, in the next LOD down it is named "Stupidpouch_1", and "Stupidpouch_2", and so on. Even if this piece becomes insignificant at the lowest LOD to the point where it is simply not needed because it won't be seen at that distance, it still needs to be represented in the lowest LOD as a single poly triangle at the very least.
- You can always drop out deformers as you go down the LOD hierarchy but you can not add them back into a lower LOD if you have already dropped them from a LOD previous and you can never introduce a bone of influence that the mesh on the highest LOD didn't have included as a deformer. So for example: let's say Stupidpouch is deformed by pelvis, femurX, and femurYZ. Stupidpouch_1 can drop a deformer so that it is only deformed by pelvis and femurX and Stupidpouch_2 may be deformed only by pelvis (or only by femurX) but you couldn't have Stupidpouch_2 be deformed by the same deformers as the highest LOD[0] if you dropped one or more of them at LOD1. And you couldn't have LOD1, LOD2, etc. be deformed also by lower lumbar unless it too was included in the highest LOD[0].

I can't think of anything else to warn you about off the top of my head.
-shubes

razorace
04-01-2003, 09:40 AM
Thanks for posting that information Anakin even thou I don't understand any of it. :)

Psyk0Sith
04-01-2003, 03:35 PM
Well i understand everything he said :) got any questions?

I guess that stuff is useful for player modelers not directly for anims...

Anakin
04-02-2003, 03:52 AM
Ill try and post as much info as I can once I have found it all

Wudan
04-02-2003, 11:57 AM
GLA is an end-result format. (meaning it was derived from a format that made sense, and might not make a lot of sense in it's current format)

It's this thread that actually got me looking in to the format, most modders didn't know we had the source to GLA - this thread pointed it out, but nobody raised the flag, no one asked for help, and here it sat.

Yes, it's time to help one another, but the anim situation for JK2 is the same as it will be for JK3 -- GLA is an end-result format.

Of course, I'm working on a tool to edit GLAs directly, rather than export or import. Even if I could get it into XSI or some other format, it wouldn't be incredibly useful as 46 of 72 bones all share the same parent.

I have a work around thought up that should work, my code just hasn't had time to progress and no one seems interested.

If anyone is interested, what I need now is to know the significance of the values contained in the BasePoseMat and to confirm those by inverting it and comparing it to the BasePoseMatInv.

The next steps were to:
1. Write some functions to know where the XYZ of a given joint are.
2. Write out Matrix Math Functions, Quaternion Math Functions and Euler Math Functions, to make life easier.
3. Write a function to plot X Y Z points to a 2d screen.

What I'd like right now if somebody could point it out to me is a good way to read IEEE Single Point Precision Float format.

razorace
04-02-2003, 04:17 PM
Oh, I'm interested but I'm too unfamilar with the system to be able to help.

As for the float point format, find Goggle a try. :)

Tchouky
04-02-2003, 07:21 PM
for quaternions you might want to take a look at :
http://www.quake3world.com/cgi-bin/forumdisplay.cgi?action=topics&forum=Modifications+Programming&number=4&DaysPrune=10&LastLogin=

there are a few free quaternion libs on there...

Wudan
04-03-2003, 02:28 PM
Hey thanks, guys. I registered at Gamasutra and read the Bobic's(sp) article on Quaternions and that really cleared things up for me and the code is pretty much ANSI compliant so I can drop it in when I'm ready.

I was able to get some more info from Ste Cork, when I can decipher it I'll put it up at the Compendium (which hasn't really had a really good update for a while (ok, well, it would help if it were a real site ... rather than some junk I've slapped up ... but anyway)

Ste actually worked on the format, you'll notice his comment in the header. He's working on some other stuff right now, but it looks like (judging by his and other comments) that the current animation problem (ie no really good way of making new animations) will still exist in JK3, as it exists in JK2, SOF2 and such.

Raven says (well, Mike G says, and since he's the only one talking, he'd be who I'm listening to) that they don't have a really good history of heavy mods for their games.

I'd have to agree with Raven on the 'heavy mod' theory of community support. Of course, I think you can read between the lines (no SP SDK for JK3, either.)

Anyway, that's a totally different game.

Back to the GLA. So you might be thinking, ok, so ... what if you get to the point where you can render the skeleton (joints) position for a given frame? What good does that do us?

Well, I'm glad you asked. If I can get the points, I can render them. Since I don't want to spend a lot of time on render code (and since I just need to see how the joint is positioned), I was planning on writing code to plot the points to the screen, I'm not sure if I will pick up on an OpenGL library at one point (I think there's really only one for DJGPP, which is the compiler I'm using atm), but I question OpenGL's ease of use ... 'specially since I'm a novice in this respect.

Anyway, once I can render it, the rest is being able to stuff current frame data into an array (for each of the 72 bones), writing a new file format so we can make skeletal sense of the GLA, but leave the GLA's skeleton as is ... (ie, a skeletal behavior file format, so I can ... well, I hope you get the picture.)

Ste thought it was a pretty good job that I've been able to do so much with a file format that was only intended as an "output" (ie, the only other real reader for GLA is ModView and the JK2MP and SP executeables, but that's just me taking a little bit of pride in my little app.

Commodus
04-04-2003, 10:48 PM
http://www.cs.tulane.edu/www/graphics/doc/OpenGL-Man-Pages/ <- good website on OpenGL.

Also, take a look at the Quake 1/2 source code and sites like www.quakesrc.org (<- read the tutorial on adding md2 models to Q1 - it shows you how to use glBegin() and get new models into a program).

Anakin
04-09-2003, 04:54 AM
http://www.aotctc.com/forums/viewtopic.php?p=2859


Read and enjoy.

Anakin

Commodus
04-09-2003, 08:29 AM
Wow... amazing! :D

Now... is there any way of getting those scenes into 3dsm or do I really have to get XSI?

Wudan
04-09-2003, 11:41 AM
Somebody (*cough*Anakin*cough*) ought to export the SCN to XSI so we can have a look-see at it. It still might have the wrong hierarchy for jk2 animations

razorace
04-09-2003, 04:11 PM
Bloody Hell! It's STILL the wrong hierarchy. Either everyone is retarded or Raven isn't giving us what we need.

ASk
04-10-2003, 12:53 AM
True. I checked this one personally, and there's still the missing FACE bone, as well as a different overall hierarchy. This looks exactly the same as the XSI we got with the SDK.

Commodus
04-10-2003, 01:08 AM
:. We still need a GLA editing program.

It's kind of funny, me and Wudan agreed to continue making the program even though we got the animation files... now it looks like we have to continue with the program.

Anakin
04-10-2003, 04:29 AM
What files would you like? I will try and get some more.

Wudan
04-10-2003, 11:06 AM
Hierarchy and bone order must be like so:
(00)->model_root
(01) ->pelvis
(02) ->Motion
(03) ->lfemurYZ
(04) ->lfemurX
(05) ->ltibia
(06) ->ltalus
(07) ->ltarsal
(08) ->rfemurYZ
(09) ->rfemurX
(10) ->rtibia
(11) ->rtalus
(12) ->rtarsal
(13) ->lower_lumbar
(14) ->upper_lumbar
(15) ->thoracic
(16) ->cervical
(17) ->cranium
(71) ->face
(18) ->ceyebrow
(19) ->jaw
(20) ->lblip2
(21) ->leye
(22) ->rblip2
(23) ->ltlip2
(24) ->rtlip2
(25) ->reye
(26) ->rclavical
(27) ->rhumerus
(28) ->rhumerusX
(29) ->rradius
(30) ->rradiusX
(31) ->rhand
(32) ->mc7
(33) ->r_d5_j1
(34) ->r_d5_j2
(35) ->r_d5_j3
(36) ->r_d1_j1
(37) ->r_d1_j2
(38) ->r_d1_j3
(39) ->r_d2_j1
(40) ->r_d2_j2
(41) ->r_d2_j3
(42) ->r_d3_j1
(43) ->r_d3_j2
(44) ->r_d3_j3
(45) ->r_d4_j1
(46) ->r_d4_j2
(47) ->r_d4_j3
(48) ->rhang_tag_bone
(49) ->lclavical
(50) ->lhumerus
(51) ->lhumerusX
(52) ->lradius
(53) ->lradiusX
(54) ->lhand
(55) ->mc5
(56) ->l_d5_j1
(57) ->l_d5_j2
(58) ->l_d5_j3
(59) ->l_d4_j1
(60) ->l_d4_j2
(61) ->l_d4_j3
(62) ->l_d3_j1
(63) ->l_d3_j2
(64) ->l_d3_j3
(65) ->l_d2_j1
(66) ->l_d2_j2
(67) ->l_d2_j3
(68) ->l_d1_j1
(69) ->l_d1_j2
(70) ->l_d1_j3
If Raven doesn't know WTH we're talking about, they should probably take a look at the _humanoid.gla they distributed with JK2.

ASk
04-10-2003, 01:30 PM
How about the:

================================================== ============
models/players/_humanoid/_humanoid
================================================== ============

0x0 - model_root:
FLAGS: 0x0
PARENT: index - 0x0, name - model_root
ORIGIN:
0.640000 0.000000 0.000000 0.000000
0.000000 0.640000 0.000000 0.000000
0.000000 0.000000 0.640000 0.000000
INVERSED ORIGIN:
1.562500 0.000000 0.000000 0.000000
0.000000 1.562500 0.000000 0.000000
0.000000 0.000000 1.562500 0.000000
NUMBER OF CHILDREN: 1
Index: 0x1, Name: pelvis
0x1 - pelvis:
FLAGS: 0x0
PARENT: index - 0x0, name - model_root
ORIGIN:
-0.000000 0.640000 0.000000 -0.000008
0.000000 -0.000000 0.640000 0.385155
0.640000 0.000000 0.000000 35.586601
INVERSED ORIGIN:
-0.000000 -0.000000 1.562500 -55.604065
1.562500 -0.000000 0.000000 0.000011
0.000000 1.562500 0.000000 -0.601804
NUMBER OF CHILDREN: 12
Index: 0x2, Name: Motion
Index: 0x3, Name: lfemurYZ
Index: 0x4, Name: lfemurX
Index: 0x5, Name: ltibia
Index: 0x6, Name: ltalus
Index: 0x7, Name: ltarsal
Index: 0x8, Name: rfemurYZ
Index: 0x9, Name: rfemurX
Index: 0xa, Name: rtibia
Index: 0xb, Name: rtalus
Index: 0xc, Name: rtarsal
Index: 0xd, Name: lower_lumbar
0x2 - Motion:
FLAGS: 0x1
PARENT: index - 0x1, name - pelvis
ORIGIN:
0.640000 0.000000 0.000000 0.000000
0.000000 0.640000 0.000000 0.385155
0.000000 0.000000 0.640000 36.419380
INVERSED ORIGIN:
1.562500 0.000000 0.000000 0.000000
0.000000 1.562500 0.000000 -0.601804
0.000000 0.000000 1.562500 -56.905285
NUMBER OF CHILDREN: 0
0x3 - lfemurYZ:
FLAGS: 0x0
PARENT: index - 0x1, name - pelvis
ORIGIN:
0.165309 0.618207 0.009624 3.612152
0.044452 -0.001947 -0.638451 -0.206205
-0.616682 0.165577 -0.043441 35.586601
INVERSED ORIGIN:
0.403586 0.108525 -1.505572 52.142750
1.509295 -0.004754 0.404242 -19.838364
0.023496 -1.558719 -0.106057 3.367932
NUMBER OF CHILDREN: 0
0x4 - lfemurX:
FLAGS: 0x0
PARENT: index - 0x1, name - pelvis
ORIGIN:
0.165309 0.618207 0.009624 5.513204
0.044452 -0.001948 -0.638451 0.304989
-0.616682 0.165577 -0.043441 28.494755
INVERSED ORIGIN:
0.403586 0.108525 -1.505572 40.642754
1.509295 -0.004755 0.404242 -19.838366
0.023495 -1.558719 -0.106057 3.367934
NUMBER OF CHILDREN: 0
0x5 - ltibia:
FLAGS: 0x0
PARENT: index - 0x1, name - pelvis
ORIGIN:
0.165304 0.618207 0.009702 7.414255
0.044754 -0.001948 -0.638430 0.816182
-0.616662 0.165577 -0.043733 21.402910
INVERSED ORIGIN:
0.403575 0.109263 -1.505522 29.141155
1.509295 -0.004755 0.404241 -19.838364
0.023686 -1.558668 -0.106771 3.381750
NUMBER OF CHILDREN: 0
0x6 - ltalus:
FLAGS: 0x0
PARENT: index - 0x1, name - pelvis
ORIGIN:
0.098867 0.618207 -0.132835 11.150131
-0.509035 -0.001945 -0.387917 1.827628
-0.375112 0.165577 0.491401 7.466357
INVERSED ORIGIN:
0.241374 -1.242761 -0.915801 6.417648
1.509295 -0.004748 0.404242 -19.838377
-0.324303 -0.947064 1.199710 -3.610558
NUMBER OF CHILDREN: 0
0x7 - ltarsal:
FLAGS: 0x0
PARENT: index - 0x1, name - pelvis
ORIGIN:
0.007684 0.610404 -0.192219 12.000385
-0.638930 -0.003555 -0.036829 -2.550070
-0.036194 0.192340 0.609340 4.240394
INVERSED ORIGIN:
0.018760 -1.559887 -0.088364 -3.828250
1.490244 -0.008678 0.469579 -19.896828
-0.469284 -0.089915 1.487647 -0.905907
NUMBER OF CHILDREN: 0
0x8 - rfemurYZ:
FLAGS: 0x0
PARENT: index - 0x1, name - pelvis
ORIGIN:
-0.165307 0.618207 -0.009663 -3.612168
0.044602 0.001947 -0.638441 -0.206205
-0.616672 -0.165578 -0.043586 35.586601
INVERSED ORIGIN:
-0.403582 0.108891 -1.505547 52.141937
1.509295 0.004754 -0.404243 19.838436
-0.023591 -1.558694 -0.106411 3.380171
NUMBER OF CHILDREN: 0
0x9 - rfemurX:
FLAGS: 0x0
PARENT: index - 0x1, name - pelvis
ORIGIN:
-0.165307 0.618207 -0.009663 -5.513199
0.044602 0.001947 -0.638441 0.306713
-0.616672 -0.165578 -0.043586 28.494875
INVERSED ORIGIN:
-0.403582 0.108891 -1.505547 40.641937
1.509295 0.004754 -0.404243 19.838434
-0.023591 -1.558694 -0.106411 3.380173
NUMBER OF CHILDREN: 0
0xa - rtibia:
FLAGS: 0x0
PARENT: index - 0x1, name - pelvis
ORIGIN:
-0.165307 0.618207 -0.009663 -7.414231
0.044602 0.001948 -0.638441 0.819631
-0.616672 -0.165578 -0.043586 21.403147
INVERSED ORIGIN:
-0.403582 0.108891 -1.505547 29.141937
1.509295 0.004755 -0.404243 19.838432
-0.023590 -1.558694 -0.106411 3.380180
NUMBER OF CHILDREN: 0
0xb - rtalus:
FLAGS: 0x0
PARENT: index - 0x1, name - pelvis
ORIGIN:
-0.098831 0.618207 0.132862 -11.150170
-0.509126 0.001951 -0.387797 1.827628
-0.374997 -0.165578 0.491489 7.466362
INVERSED ORIGIN:
-0.241286 -1.242984 -0.915520 6.416935
1.509295 0.004762 -0.404242 19.838409
0.324369 -0.946770 1.199924 -3.611953
NUMBER OF CHILDREN: 0
0xc - rtarsal:
FLAGS: 0x0
PARENT: index - 0x1, name - pelvis
ORIGIN:
-0.007639 0.624834 0.138289 -12.000114
-0.638938 0.000344 -0.036849 -2.550859
-0.036050 -0.138500 0.623793 4.241387
INVERSED ORIGIN:
-0.018650 -1.559908 -0.088012 -3.829621
1.525474 0.000839 -0.338134 19.742163
0.337621 -0.089962 1.522933 -2.637342
NUMBER OF CHILDREN: 0
0xd - lower_lumbar:
FLAGS: 0x0
PARENT: index - 0x1, name - pelvis
ORIGIN:
-0.000000 0.640000 0.000000 -0.000008
0.000000 -0.000000 0.640000 0.385155
0.640000 0.000000 0.000000 41.346600
INVERSED ORIGIN:
-0.000000 -0.000000 1.562500 -64.604065
1.562500 -0.000000 0.000000 0.000010
0.000000 1.562500 0.000000 -0.601804
NUMBER OF CHILDREN: 1
Index: 0xe, Name: upper_lumbar
0xe - upper_lumbar:
FLAGS: 0x0
PARENT: index - 0xd, name - lower_lumbar
ORIGIN:
-0.000000 0.640000 0.000000 -0.000008
0.000000 -0.000000 0.640000 0.385155
0.640000 0.000000 0.000000 46.466602
INVERSED ORIGIN:
-0.000000 -0.000000 1.562500 -72.604065
1.562500 -0.000000 0.000000 0.000010
0.000000 1.562500 0.000000 -0.601804
NUMBER OF CHILDREN: 1
Index: 0xf, Name: thoracic
0xf - thoracic:
FLAGS: 0x0
PARENT: index - 0xe, name - upper_lumbar
ORIGIN:
-0.000000 0.640000 0.000000 -0.000008
0.000000 -0.000000 0.640000 0.385155
0.640000 0.000000 0.000000 51.586601
INVERSED ORIGIN:
-0.000000 -0.000000 1.562500 -80.604065
1.562500 -0.000000 0.000000 0.000010
0.000000 1.562500 0.000000 -0.601804
NUMBER OF CHILDREN: 46
Index: 0x10, Name: cervical
Index: 0x1a, Name: rclavical
Index: 0x1b, Name: rhumerus
Index: 0x1c, Name: rhumerusX
Index: 0x1d, Name: rradius
Index: 0x1e, Name: rradiusX
Index: 0x1f, Name: rhand
Index: 0x20, Name: mc7
Index: 0x21, Name: r_d5_j1
Index: 0x22, Name: r_d5_j2
Index: 0x23, Name: r_d5_j3
Index: 0x24, Name: r_d1_j1
Index: 0x25, Name: r_d1_j2
Index: 0x26, Name: r_d1_j3
Index: 0x27, Name: r_d2_j1
Index: 0x28, Name: r_d2_j2
Index: 0x29, Name: r_d2_j3
Index: 0x2a, Name: r_d3_j1
Index: 0x2b, Name: r_d3_j2
Index: 0x2c, Name: r_d3_j3
Index: 0x2d, Name: r_d4_j1
Index: 0x2e, Name: r_d4_j2
Index: 0x2f, Name: r_d4_j3
Index: 0x30, Name: rhang_tag_bone
Index: 0x31, Name: lclavical
Index: 0x32, Name: lhumerus
Index: 0x33, Name: lhumerusX
Index: 0x34, Name: lradius
Index: 0x35, Name: lradiusX
Index: 0x36, Name: lhand
Index: 0x37, Name: mc5
Index: 0x38, Name: l_d5_j1
Index: 0x39, Name: l_d5_j2
Index: 0x3a, Name: l_d5_j3
Index: 0x3b, Name: l_d4_j1
Index: 0x3c, Name: l_d4_j2
Index: 0x3d, Name: l_d4_j3
Index: 0x3e, Name: l_d3_j1
Index: 0x3f, Name: l_d3_j2
Index: 0x40, Name: l_d3_j3
Index: 0x41, Name: l_d2_j1
Index: 0x42, Name: l_d2_j2
Index: 0x43, Name: l_d2_j3
Index: 0x44, Name: l_d1_j1
Index: 0x45, Name: l_d1_j2
Index: 0x46, Name: l_d1_j3
0x10 - cervical:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
-0.000000 0.640000 0.000000 -0.000008
0.000000 -0.000000 0.640000 0.385155
0.640000 0.000000 0.000000 56.706600
INVERSED ORIGIN:
-0.000000 -0.000000 1.562500 -88.604057
1.562500 -0.000000 0.000000 0.000009
0.000000 1.562500 0.000000 -0.601804
NUMBER OF CHILDREN: 1
Index: 0x11, Name: cranium
0x11 - cranium:
FLAGS: 0x0
PARENT: index - 0x10, name - cervical
ORIGIN:
0.011170 0.639903 0.000000 -0.000008
0.000000 -0.000000 0.640000 0.385155
0.639903 -0.011170 -0.000000 59.599403
INVERSED ORIGIN:
0.027269 0.000000 1.562262 -93.109886
1.562262 -0.000000 -0.027269 1.625250
0.000000 1.562500 -0.000000 -0.601804
NUMBER OF CHILDREN: 1
Index: 0x47, Name: face
0x12 - ceyebrow:
FLAGS: 0x0
PARENT: index - 0x47, name - face
ORIGIN:
-0.000000 0.695680 0.000000 0.040607
-0.671976 -0.000000 0.180054 -3.539557
0.180054 0.000000 0.671976 63.147243
INVERSED ORIGIN:
-0.000000 -1.388463 0.372036 -28.407568
1.437443 -0.000000 0.000000 -0.058371
0.000000 0.372036 1.388463 -86.360786
NUMBER OF CHILDREN: 0
0x13 - jaw:
FLAGS: 0x0
PARENT: index - 0x47, name - face
ORIGIN:
-0.000000 0.695680 -0.000000 0.040595
-0.593453 -0.000000 -0.363021 -0.529888
-0.363021 -0.000000 0.593453 60.782906
INVERSED ORIGIN:
-0.000000 -1.226217 -0.750088 44.942791
1.437443 -0.000000 -0.000000 -0.058347
-0.000000 -0.750088 1.226217 -74.930496
NUMBER OF CHILDREN: 0
0x14 - lblip2:
FLAGS: 0x0
PARENT: index - 0x47, name - face
ORIGIN:
0.564285 0.406875 -0.002508 0.569949
0.402593 -0.557705 0.104185 -3.874034
0.058923 -0.085959 -0.687830 60.033550
INVERSED ORIGIN:
1.165948 0.831855 0.121749 -4.750895
0.840701 -1.152352 -0.177612 5.719243
-0.005183 0.215271 -1.421222 86.157928
NUMBER OF CHILDREN: 0
0x15 - leye:
FLAGS: 0x0
PARENT: index - 0x47, name - face
ORIGIN:
-0.000000 -0.695680 0.000001 1.138389
-0.695680 0.000000 0.000001 -2.847354
-0.000001 -0.000001 -0.695680 62.577415
INVERSED ORIGIN:
-0.000000 -1.437443 -0.000002 -4.092804
-1.437443 0.000000 -0.000002 1.636490
0.000002 0.000002 -1.437443 89.951447
NUMBER OF CHILDREN: 0
0x16 - rblip2:
FLAGS: 0x0
PARENT: index - 0x47, name - face
ORIGIN:
-0.564284 0.406875 0.002508 -0.488737
0.402594 0.557705 0.104185 -3.874034
0.058923 0.085959 -0.687830 60.033550
INVERSED ORIGIN:
-1.165948 0.831856 0.121749 -4.656199
0.840702 1.152352 0.177612 -5.787536
0.005183 0.215271 -1.421222 86.157509
NUMBER OF CHILDREN: 0
0x17 - ltlip2:
FLAGS: 0x0
PARENT: index - 0x47, name - face
ORIGIN:
0.563360 0.393728 -0.107585 0.569949
0.401934 -0.567056 0.029447 -3.874034
-0.071027 -0.086004 -0.686680 60.169704
INVERSED ORIGIN:
1.164038 0.830493 -0.146760 11.384412
0.813536 -1.171674 -0.177705 5.689694
-0.222296 0.060845 -1.418846 85.733948
NUMBER OF CHILDREN: 0
0x18 - rtlip2:
FLAGS: 0x0
PARENT: index - 0x47, name - face
ORIGIN:
-0.563360 0.393728 0.107585 -0.488737
0.401934 0.567056 0.029447 -3.874034
-0.071027 0.086004 -0.686680 60.169704
INVERSED ORIGIN:
-1.164037 0.830493 -0.146760 11.478940
0.813537 1.171674 0.177705 -5.755762
0.222296 0.060845 -1.418846 85.715897
NUMBER OF CHILDREN: 0
0x19 - reye:
FLAGS: 0x0
PARENT: index - 0x47, name - face
ORIGIN:
-0.000000 -0.695680 0.000001 -1.138572
-0.695680 0.000000 0.000001 -2.847353
-0.000001 -0.000001 -0.695680 62.577415
INVERSED ORIGIN:
-0.000000 -1.437443 -0.000002 -4.092803
-1.437443 0.000000 -0.000002 -1.636510
0.000002 0.000002 -1.437443 89.951447
NUMBER OF CHILDREN: 0
0x1a - rclavical:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
-0.634953 0.000000 0.080213 -0.000008
0.080213 0.000000 0.634953 0.385155
0.000000 0.640000 -0.000000 54.508949
INVERSED ORIGIN:
-1.550179 0.195833 0.000000 -0.075439
0.000000 0.000000 1.562500 -85.170235
0.195833 1.550179 -0.000000 -0.597053
NUMBER OF CHILDREN: 0
0x1b - rhumerus:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
-0.427266 -0.476196 -0.016753 -5.922854
-0.011188 -0.012470 0.639781 1.133384
-0.476359 0.427413 0.000000 54.508949
INVERSED ORIGIN:
-1.043131 -0.027315 -1.162987 57.245834
-1.162588 -0.030444 1.043489 -63.730797
-0.040902 1.561965 0.000000 -2.012567
NUMBER OF CHILDREN: 0
0x1c - rhumerusX:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
-0.427266 -0.476196 -0.016753 -9.554617
-0.011188 -0.012470 0.639781 1.038283
-0.476359 0.427413 0.000000 50.459892
INVERSED ORIGIN:
-1.043131 -0.027315 -1.162987 48.745831
-1.162588 -0.030443 1.043489 -63.730789
-0.040901 1.561965 0.000000 -2.012560
NUMBER OF CHILDREN: 0
0x1d - rradius:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
-0.425700 -0.476196 -0.040206 -13.186381
-0.046328 -0.012470 0.638199 0.943181
-0.475640 0.427413 -0.026176 46.410839
INVERSED ORIGIN:
-1.039307 -0.113104 -1.161230 40.295616
-1.162588 -0.030443 1.043489 -63.730801
-0.098160 1.558104 -0.063906 0.201997
NUMBER OF CHILDREN: 0
0x1e - rradiusX:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
-0.425700 -0.476196 -0.040206 -16.093914
-0.046328 -0.012470 0.638199 0.626765
-0.475640 0.427413 -0.026176 43.162220
INVERSED ORIGIN:
-1.039307 -0.113104 -1.161230 33.465614
-1.162588 -0.030443 1.043489 -63.730793
-0.098160 1.558104 -0.063906 0.201997
NUMBER OF CHILDREN: 0
0x1f - rhand:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
-0.373350 -0.513606 -0.080119 -19.001446
-0.104581 -0.022410 0.631000 0.310347
-0.509188 0.381191 -0.070854 39.913601
INVERSED ORIGIN:
-0.911498 -0.255325 -1.243136 32.377487
-1.253921 -0.054712 0.930643 -60.954624
-0.195604 1.540527 -0.172984 2.709582
NUMBER OF CHILDREN: 0
0x20 - mc7:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
-0.286685 -0.185119 -0.541427 -19.810562
0.027613 -0.609352 0.193722 1.061248
-0.571532 0.063417 0.280943 38.873180
INVERSED ORIGIN:
-0.699915 0.067415 -1.395343 40.304161
-0.451950 -1.487675 0.154826 -13.393149
-1.321842 0.472953 0.685897 -53.351345
NUMBER OF CHILDREN: 0
0x21 - r_d5_j1:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
0.241366 -0.176994 -0.565699 -20.670618
-0.017164 -0.612633 0.184355 1.144088
-0.592493 -0.054356 -0.235792 37.158585
INVERSED ORIGIN:
0.589274 -0.041903 -1.446516 65.979057
-0.432114 -1.495685 -0.132704 -2.289754
-1.381101 0.450085 -0.575664 -7.672309
NUMBER OF CHILDREN: 0
0x22 - r_d5_j2:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
0.451683 -0.182445 -0.415085 -20.289267
-0.105396 -0.612101 0.154352 1.116970
-0.440992 -0.040578 -0.462039 36.222469
INVERSED ORIGIN:
1.102743 -0.257315 -1.076640 61.659821
-0.445423 -1.494386 -0.099067 -3.779682
-1.013392 0.376836 -1.128024 19.877911
NUMBER OF CHILDREN: 0
0x23 - r_d5_j3:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
0.597797 -0.177601 -0.143865 -19.814999
-0.161168 -0.613192 0.087293 1.006303
-0.162063 -0.045308 -0.617481 35.759426
INVERSED ORIGIN:
1.459464 -0.393475 -0.395661 43.463837
-0.433597 -1.497052 -0.110616 -3.129673
-0.351232 0.213118 -1.507522 46.734005
NUMBER OF CHILDREN: 0
0x24 - r_d1_j1:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
0.045316 0.511184 0.382409 -19.105082
-0.300885 0.355223 -0.439187 -0.639149
-0.563041 -0.148686 0.265476 39.223949
INVERSED ORIGIN:
0.110635 -0.734581 -1.374611 55.561867
1.248009 0.867243 -0.363002 38.635994
0.933617 -1.072235 0.648135 -8.270913
NUMBER OF CHILDREN: 0
0x25 - r_d1_j2:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
-0.129667 0.621375 0.081732 -18.996323
-0.093488 0.063352 -0.629958 -1.361272
-0.619715 -0.139571 0.077932 37.872654
INVERSED ORIGIN:
-0.316570 -0.228241 -1.512976 50.976044
1.517028 0.154668 -0.340751 41.933624
0.199540 -1.537982 0.190263 -5.508826
NUMBER OF CHILDREN: 0
0x26 - r_d1_j3:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
-0.149655 0.618020 0.072488 -19.268623
-0.050795 0.062172 -0.634944 -1.557596
-0.620180 -0.154225 0.034513 36.571251
INVERSED ORIGIN:
-0.365367 -0.124012 -1.514112 48.139664
1.508839 0.151788 -0.376527 43.079731
0.176972 -1.550157 0.084259 -2.085983
NUMBER OF CHILDREN: 0
0x27 - r_d2_j1:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
0.100813 0.091724 -0.625319 -20.989746
-0.105188 -0.621957 -0.108189 -0.944298
-0.623195 0.119817 -0.082895 37.370018
INVERSED ORIGIN:
0.246125 -0.256806 -1.521473 61.781067
0.223935 -1.518450 0.292521 -7.665035
-1.526657 -0.264133 -0.202381 -24.730583
NUMBER OF CHILDREN: 0
0x28 - r_d2_j2:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
0.221312 0.090277 -0.593693 -20.783081
-0.090051 -0.620583 -0.127935 -1.159932
-0.593727 0.127776 -0.201895 36.092468
INVERSED ORIGIN:
0.540313 -0.219852 -1.449529 63.291420
0.220403 -1.515096 0.311952 -8.435872
-1.449445 -0.312340 -0.492909 -12.695938
NUMBER OF CHILDREN: 0
0x29 - r_d2_j3:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
0.231539 0.086592 -0.590332 -20.477669
-0.098038 -0.619096 -0.129264 -1.284203
-0.588539 0.137195 -0.210711 35.273125
INVERSED ORIGIN:
0.565280 -0.239351 -1.436863 61.950901
0.211406 -1.511464 0.334948 -9.426569
-1.441240 -0.315585 -0.514432 -11.772869
NUMBER OF CHILDREN: 0
0x2a - r_d3_j1:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
0.121372 0.031259 -0.627608 -21.098663
-0.073515 -0.634112 -0.045800 -0.285942
-0.624071 0.080777 -0.116664 37.222027
INVERSED ORIGIN:
0.296318 -0.179479 -1.523611 62.912468
0.076316 -1.548125 0.197209 -6.173038
-1.532246 -0.111816 -0.284825 -21.758537
NUMBER OF CHILDREN: 0
0x2b - r_d3_j2:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
0.452133 0.027502 -0.452128 -20.812229
-0.050432 -0.631791 -0.088864 -0.459437
-0.450147 0.098406 -0.444166 35.749218
INVERSED ORIGIN:
1.103840 -0.123125 -1.098992 62.204910
0.067145 -1.542458 0.240250 -7.899974
-1.103827 -0.216953 -1.084390 15.693322
NUMBER OF CHILDREN: 0
0x2c - r_d3_j3:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
0.582587 0.031620 -0.263044 -20.052645
-0.010394 -0.632209 -0.099016 -0.544163
-0.264734 0.094405 -0.574981 34.992970
INVERSED ORIGIN:
1.422332 -0.025376 -0.646323 51.124462
0.077196 -1.543478 0.230482 -7.357162
-0.642197 -0.241738 -1.403763 36.112549
NUMBER OF CHILDREN: 0
0x2d - r_d4_j1:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
0.215768 -0.029026 -0.601832 -21.029480
-0.027211 -0.639074 0.021067 0.380525
-0.601917 0.018486 -0.216690 37.153194
INVERSED ORIGIN:
0.526776 -0.066434 -1.469524 65.700607
-0.070865 -1.560239 0.045132 -2.573357
-1.469316 0.051433 -0.529027 -11.263476
NUMBER OF CHILDREN: 0
0x2e - r_d4_j2:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
0.519698 -0.035896 -0.371787 -20.602255
-0.051237 -0.637867 -0.010034 0.326646
-0.369985 0.037912 -0.520839 35.961380
INVERSED ORIGIN:
1.268793 -0.125090 -0.903284 58.664211
-0.087638 -1.557292 0.092559 -4.625394
-0.907683 -0.024497 -1.271580 27.035465
NUMBER OF CHILDREN: 0
0x2f - r_d4_j3:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
0.555282 -0.027914 -0.316990 -19.843496
-0.040290 -0.638569 -0.014345 0.251841
-0.315656 0.032401 -0.555798 35.421204
INVERSED ORIGIN:
1.355669 -0.098363 -0.770644 54.223122
-0.068149 -1.559008 0.079105 -3.761685
-0.773901 -0.035022 -1.356929 32.715965
NUMBER OF CHILDREN: 0
0x30 - rhang_tag_bone:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
0.584732 0.256954 -0.040785 -20.076271
-0.077996 0.077415 -0.630495 -0.109499
-0.248204 0.581018 0.102044 36.948055
INVERSED ORIGIN:
1.427568 -0.190420 -0.605967 51.028687
0.627328 0.189001 1.418501 -39.795723
-0.099573 -1.539294 0.249132 -11.372547
NUMBER OF CHILDREN: 0
0x31 - lclavical:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
0.634953 0.000000 -0.080213 -0.000008
0.080213 -0.000000 0.634953 0.385155
0.000000 -0.640000 -0.000000 54.508949
INVERSED ORIGIN:
1.550179 0.195833 0.000000 -0.075413
0.000000 -0.000000 -1.562500 85.170235
-0.195833 1.550179 -0.000000 -0.597057
NUMBER OF CHILDREN: 0
0x32 - lhumerus:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
0.427266 -0.476196 0.016753 5.922837
-0.011188 0.012470 0.639781 1.133384
-0.476359 -0.427413 0.000000 54.508949
INVERSED ORIGIN:
1.043131 -0.027315 -1.162987 57.245857
-1.162588 0.030444 -1.043488 63.730774
0.040902 1.561965 0.000000 -2.012561
NUMBER OF CHILDREN: 0
0x33 - lhumerusX:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
0.427266 -0.476196 0.016753 9.554602
-0.011188 0.012470 0.639781 1.038283
-0.476359 -0.427413 -0.000000 50.459892
INVERSED ORIGIN:
1.043131 -0.027315 -1.162987 48.745853
-1.162588 0.030443 -1.043488 63.730774
0.040901 1.561965 -0.000000 -2.012554
NUMBER OF CHILDREN: 0
0x34 - lradius:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
0.425700 -0.476196 0.040206 13.186366
-0.046328 0.012470 0.638199 0.943181
-0.475640 -0.427413 -0.026176 46.410839
INVERSED ORIGIN:
1.039307 -0.113104 -1.161230 40.295647
-1.162588 0.030443 -1.043488 63.730774
0.098160 1.558104 -0.063906 0.202006
NUMBER OF CHILDREN: 0
0x35 - lradiusX:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
0.425700 -0.476196 0.040206 16.093897
-0.046328 0.012470 0.638199 0.626765
-0.475640 -0.427413 -0.026176 43.162220
INVERSED ORIGIN:
1.039307 -0.113104 -1.161230 33.465645
-1.162588 0.030443 -1.043488 63.730766
0.098160 1.558104 -0.063906 0.202005
NUMBER OF CHILDREN: 0
0x36 - lhand:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
0.373350 -0.513606 0.080119 19.001431
-0.104581 0.022410 0.631000 0.310347
-0.509188 -0.381191 -0.070854 39.913601
INVERSED ORIGIN:
0.911498 -0.255325 -1.243136 32.377480
-1.253920 0.054711 -0.930643 60.954620
0.195603 1.540527 -0.172984 2.709588
NUMBER OF CHILDREN: 0
0x37 - mc5:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
0.286685 -0.185118 0.541427 19.810562
0.027613 0.609352 0.193721 1.061247
-0.571532 -0.063416 0.280943 38.873180
INVERSED ORIGIN:
0.699915 0.067414 -1.395343 40.304165
-0.451948 1.487676 -0.154825 13.393107
1.321843 0.472952 0.685897 -53.351357
NUMBER OF CHILDREN: 0
0x38 - l_d5_j1:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
-0.241367 -0.176994 0.565699 20.670618
-0.017164 0.612633 0.184355 1.144086
-0.592493 0.054356 -0.235792 37.158585
INVERSED ORIGIN:
-0.589274 -0.041903 -1.446515 65.979057
-0.432114 1.495685 0.132704 2.289755
1.381101 0.450085 -0.575664 -7.672292
NUMBER OF CHILDREN: 0
0x39 - l_d5_j2:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
-0.451683 -0.182445 0.415086 20.289259
-0.105396 0.612101 0.154352 1.116968
-0.440993 0.040578 -0.462038 36.222446
INVERSED ORIGIN:
-1.102741 -0.257314 -1.076642 61.659821
-0.445423 1.494386 0.099067 3.779667
1.013394 0.376837 -1.128022 19.877804
NUMBER OF CHILDREN: 0
0x3a - l_d5_j3:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
-0.597797 -0.177601 0.143864 19.814991
-0.161168 0.613192 0.087293 1.006302
-0.162063 0.045308 -0.617481 35.759403
INVERSED ORIGIN:
-1.459464 -0.393475 -0.395660 43.463810
-0.433597 1.497052 0.110616 3.129666
0.351232 0.213118 -1.507522 46.733982
NUMBER OF CHILDREN: 0
0x3b - l_d4_j1:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
-0.215767 -0.029026 0.601832 21.029480
-0.027212 0.639074 0.021066 0.380525
-0.601917 -0.018487 -0.216689 37.153194
INVERSED ORIGIN:
-0.526775 -0.066436 -1.469524 65.700592
-0.070865 1.560240 -0.045134 2.573415
1.469317 0.051432 -0.529026 -11.263551
NUMBER OF CHILDREN: 0
0x3c - l_d4_j2:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
-0.519698 -0.035896 0.371787 20.602255
-0.051237 0.637867 -0.010034 0.326645
-0.369985 -0.037912 -0.520839 35.961384
INVERSED ORIGIN:
-1.268793 -0.125090 -0.903284 58.664219
-0.087638 1.557292 -0.092559 4.625400
0.907684 -0.024497 -1.271580 27.035460
NUMBER OF CHILDREN: 0
0x3d - l_d4_j3:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
-0.555282 -0.027914 0.316990 19.843498
-0.040290 0.638569 -0.014345 0.251839
-0.315656 -0.032402 -0.555798 35.421204
INVERSED ORIGIN:
-1.355669 -0.098363 -0.770644 54.223125
-0.068149 1.559008 -0.079105 3.761699
0.773901 -0.035022 -1.356929 32.715965
NUMBER OF CHILDREN: 0
0x3e - l_d3_j1:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
-0.121371 0.031259 0.627608 21.098663
-0.073515 0.634112 -0.045800 -0.285942
-0.624071 -0.080777 -0.116664 37.222027
INVERSED ORIGIN:
-0.296317 -0.179479 -1.523611 62.912445
0.076317 1.548125 -0.197209 6.173034
1.532246 -0.111817 -0.284825 -21.758572
NUMBER OF CHILDREN: 0
0x3f - l_d3_j2:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
-0.452133 0.027502 0.452128 20.812229
-0.050432 0.631791 -0.088864 -0.459437
-0.450147 -0.098406 -0.444166 35.749218
INVERSED ORIGIN:
-1.103840 -0.123125 -1.098992 62.204910
0.067145 1.542458 -0.240250 7.899979
1.103827 -0.216953 -1.084391 15.693329
NUMBER OF CHILDREN: 0
0x40 - l_d3_j3:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
-0.582587 0.031620 0.263044 20.052645
-0.010394 0.632209 -0.099016 -0.544163
-0.264734 -0.094405 -0.574982 34.992970
INVERSED ORIGIN:
-1.422333 -0.025376 -0.646322 51.124458
0.077196 1.543478 -0.230482 7.357165
0.642197 -0.241738 -1.403764 36.112560
NUMBER OF CHILDREN: 0
0x41 - l_d2_j1:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
-0.100812 0.091724 0.625319 20.989746
-0.105188 0.621957 -0.108189 -0.944298
-0.623195 -0.119817 -0.082895 37.370018
INVERSED ORIGIN:
-0.246123 -0.256806 -1.521473 61.781036
0.223935 1.518450 -0.292521 7.665038
1.526657 -0.264133 -0.202380 -24.730642
NUMBER OF CHILDREN: 0
0x42 - l_d2_j2:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
-0.221312 0.090277 0.593693 20.783081
-0.090051 0.620583 -0.127935 -1.159932
-0.593727 -0.127776 -0.201895 36.092468
INVERSED ORIGIN:
-0.540312 -0.219852 -1.449529 63.291420
0.220403 1.515096 -0.311952 8.435873
1.449445 -0.312341 -0.492908 -12.695962
NUMBER OF CHILDREN: 0
0x43 - l_d2_j3:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
-0.231539 0.086592 0.590332 20.477671
-0.098038 0.619096 -0.129264 -1.284203
-0.588539 -0.137195 -0.210712 35.273125
INVERSED ORIGIN:
-0.565280 -0.239351 -1.436863 61.950901
0.211407 1.511464 -0.334948 9.426568
1.441240 -0.315585 -0.514432 -11.772865
NUMBER OF CHILDREN: 0
0x44 - l_d1_j1:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
-0.045316 0.511184 -0.382409 19.105082
-0.300885 -0.355223 -0.439187 -0.639149
-0.563041 0.148685 0.265476 39.223949
INVERSED ORIGIN:
-0.110636 -0.734582 -1.374611 55.561878
1.248009 -0.867243 0.363002 -38.635967
-0.933617 -1.072234 0.648136 -8.270950
NUMBER OF CHILDREN: 0
0x45 - l_d1_j2:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
0.129667 0.621375 -0.081732 18.996323
-0.093488 -0.063352 -0.629958 -1.361273
-0.619715 0.139571 0.077932 37.872654
INVERSED ORIGIN:
0.316570 -0.228241 -1.512976 50.976044
1.517028 -0.154668 0.340750 -41.933620
-0.199541 -1.537983 0.190262 -5.508822
NUMBER OF CHILDREN: 0
0x46 - l_d1_j3:
FLAGS: 0x0
PARENT: index - 0xf, name - thoracic
ORIGIN:
0.149547 0.618046 -0.072488 19.268623
-0.050784 -0.062181 -0.634944 -1.557597
-0.620207 0.154117 0.034513 36.571251
INVERSED ORIGIN:
0.365104 -0.123985 -1.514177 48.147190
1.508902 -0.151810 0.376263 -43.071327
-0.176972 -1.550157 0.084259 -2.085982
NUMBER OF CHILDREN: 0
0x47 - face:
FLAGS: 0x1
PARENT: index - 0x11, name - cranium
ORIGIN:
0.011170 0.639903 0.000000 -0.000008
0.000000 -0.000000 0.640000 0.385155
0.639903 -0.011170 -0.000000 59.599403
INVERSED ORIGIN:
0.027269 0.000000 1.562262 -93.109886
1.562262 -0.000000 -0.027269 1.625250
0.000000 1.562500 -0.000000 -0.601804
NUMBER OF CHILDREN: 8
Index: 0x12, Name: ceyebrow
Index: 0x13, Name: jaw
Index: 0x14, Name: lblip2
Index: 0x15, Name: leye
Index: 0x16, Name: rblip2
Index: 0x17, Name: ltlip2
Index: 0x18, Name: rtlip2
Index: 0x19, Name: reye

Anakin
04-11-2003, 05:40 AM
Emailed- now we play the waiting game.

Commodus
04-11-2003, 06:49 AM
They'll probably reply... we have to hope so anyway.

Just out of curiosity - did you ask them to send it in SCN or XSI format?

Anakin
04-11-2003, 06:56 AM
Both :)