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View Full Version : model hold saber wrong (sithlord-ii, k-man)


SAIK HUAT
07-22-2002, 01:03 AM
my model holds the saber wrong. what is the problem? I have tryed stealing the arms and tags and bones out of the root.xsi and fitting it exactly how i found it in the root.xsi and still he holds the dam thing like a spastic. Its the only problem stopping me from releasing my model http://www.redgamer.com/guard.jpg. please please please help.

Twisted Vertex
07-22-2002, 01:10 AM
can we get an image of him holding the saber.

Try rotating the tags.

KMan
07-22-2002, 01:19 AM
Sounds like you missed attaching or weighting one of those bolts. Don't ask me how. I think it was covered in Tim Applebee's tutorial.

Major Clod
07-22-2002, 01:47 AM
Make sure you weight the BOLT_R_HAND to the R_HAND_TAG bone instead of the R_HAND bone. Hopefully this will fix your problem.

SAIK HUAT
07-22-2002, 07:18 AM
Originally posted by Major Clod
Make sure you weight the BOLT_R_HAND to the R_HAND_TAG bone instead of the R_HAND bone. Hopefully this will fix your problem.

Major Clod, you have my vote ;) I didnt know the bolt_r/l_arm_tag connected to the bones sticking out the handbones:rolleyes: :D thanx

MacD
07-22-2002, 08:15 AM
Yeah, I got that from a previous post (like, ten pages back :) ) from Mayor Clod. So I'll thank him here,too :)

Ah, but now you have the unenviable job of weighting the fingers :)

SAIK HUAT
07-22-2002, 11:23 AM
cant you get away with just weighting the hand tags to the hand bone as its the tags that tell the saber how to sit into the hands isnt it?

Major Clod
07-22-2002, 11:49 AM
cant you get away with just weighting the hand tags to the hand bone as its the tags that tell the saber how to sit into the hands isnt it?

The actual weapon placement is determined by the r_hand_tag bone. See in animations such as the backstab, the lightsaber needs to actually spin around so it is facing the opposite direction in the hands, it is basically held upside down. Also, there are other animations where the lightsaber is spun independant of the hand (the single player taunts, and the activation animations come to mind.) This just lets the animator have more freedom with the weapons movement.