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Posted

The following is a set of images for some of the mohaa models.

I've created them to educated us in the art of creating the SKELETONS that go with each model.

The Skeleton is integral to making a model animate, but it also allows the model to interact in the game environment.

For instance special bones are used in vehicles to control the driver position, entry points, areas where turrets can spawn etc etc. Similar special bones ocur in weapons for the origin where the player holds it and the tag_eject etc

Mohaa jeep.skd

Mohaa tank.skd

Mohaa thompsonsmg.skd

Posted

If I understand it correctly , they use the bones also for creating additional passenger_slots in/ on a vehicle???

Posted

yes they do.

The jeep has Passenger_enter0

there is also a passenger bone, but i missed it off ! ooops.

I'll do a sample for the opeltruck that has 6 passenger slots.

Posted

Just to get my head straight, is there any difference between a 'bone' and a 'tag'? I read in the FAKK2 documentation a 'tag' is some kind of particularly rotated triangle, but what is a 'bone'?

On the pics it looks like all tags have been connected to the 'new' 'tag' by yellow lines. Is such a yellow line a 'bone'? Can the animation of bones be controlled my moving tags?

Sorry too many questions I guess ( ), so many questions to answer would get me myself pretty annoyed ;).

Posted

Forget the Fakk2 docs when it comes to mohaa models, they are far too outdated.

A bone is ... a bone !, i.e. it's part of a skeleton.

But when designing your skeleton it's easer to think of JOINTS.

The reason being that you want the joints to be put at areas where one bone pivots against its (parent/decendant).

so take your arm.

You might have the following bones.

Shoulder

-> Upper Arm

-> Lower Arm

-> Hand.

But it's easer to add a skeleton structure of:

Shoulder

-> Elbow

-> Wrist

-> Finger 1

-> Finger 2

-> Finger 3

-> etc

The tag[some text here] are joints, but special ones that the game engine uses to attach other models to ... that could be weapons, or turrets on vehicles etc etc

In some of the vehicles there are special tags, that are not name tag !, like 'driver' and 'passenger0' ... these are so it knows where to attach ai/players.

So basically you build your player in 3d from meshes. Then when he looks right in his Base Pose (first frame of animation). You then add a skeleton to the inside of the mesh.

Layout the skeleton so the joints are in the correct places.

Then once the skeleton is correct, you assign vertices from the meshes to the bones.

So all the vertices in the foot belong to the foot bone, etc etc.

Then when one bone pivots against it's (parent/descendant), the vertices that are assign to it, pivot at the same time.

So once you have the base pose done, you can then move onto animation, by creating a new frame, and moving the skeleton slightly, then another frame etc etc

and after several frames you'll have an animation.

Now when you make the frames, you dont have to do like 25 frames for every second of the animation.

Lets say your doing a run sequence, and the animation from the start of the run, to then end of the run (i.e. where the legs return to the base pose again [before they repeat again], is a couple of seconds, then you might split this 2 seconds of animation into say 20 frames (10 frames per second). So you work out how far the bones move over each 1/10th of a second and create your frames accordingly.

The clever thing about the model animation engines in games (And modellers) is they interpolate the frames based on time ...

so if you had a really quick computer and it could render that 2 second sequence at say 50 frames a second (instead of your 10 frames per second), it will figure out all the extra bone positions that were not in your original sequence, so for every 1 frame in your animation, the computer will render 5 frames at smaller intervals ... giving a nice smooth animation.

Now take the same animation and have it running on a slow computer (or a fast one that's lagging for some reason) ... the engine will make sure the animation keeps up with the game, by dropping frames !, so it basically knows what period of time it's at and therefore where the skeleton should be positioned and it will jump to that position when needed.

This is why sometimes when you get lag, the animations seem very jumpy .. it's by design.

Hop that very basic explanation helps you out a bit ... if you want a more technicaly correct explanation just search google ...

Posted

This should apply to just about every decent 3d package out there. I've gone through a very similar setups with other apps. Terminology might vary slightly, but the same concept. want to go a step further? look up inverse kinematics (IK). makes animation a snap just don't know how/if it translates to moh. ???

Is light ray the only app that handles bones for moh?

Posted

hi vox ...... now i understand it better ..... was kinda lost for a sec there . i kinda knew what bones were from messing wit other 3d apps. this clears how mohaa bones up nicely for me .....

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