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What? From consoles? And it's not hard to swap them for different ones

In the bin folder there is a roebuck def mesh .ma file.
click the mesh then on the right panel, click override to show the bones.
Delete the roebuck mesh and line up your mesh.
rotate the roebuck joints into place. Bind mesh. Compare the 2 maya files while painting weights.
Treyarch uses mostly(by default) 26%,51%,76%,100%
Press play in maya to test and then clean up where necessary.
You will need to watch youtube video on "painting weights" and be sure to only export the codwaw joints( can be selected in outliner...show all)
Or
use a stock model with 96 bones and bind to that.
Head models can be done combined or separately.
First one took a few hours to do right and figure out what joints the game needed. Now I can do It in under 15 minutes and my models animate identical to a waw zombie with no unnecessary stretching.
Anything else you need to know is around the forums.
okay i'll see what i can do. Would you have a problem making one for me if i can't seem to get it working xD.
I could but Im confident any member ( Including you ) here can do custom characters if they really wanted.
https://courses.cs.washington.edu/courses/cse458/08au/projects/
Project 6 skelton rigging.
Not for waw but I remember reading it before and have referenced it. Codwaw isn't unique, any game engine character rigging tutorial will probably have enough tips and pointers to help.
The face is like clown makeup.
The toes and heel are the foot.
j_mainroot is the underwear
j_spine4 is like a backpack.
fingertips head and toes at 100% will keep a character from stretching.
Constantly compare to another stock character in maya to be sure.
If it won't work send me a pm and we can figure it out.
I'll try it out some point this week and i'll get back to you 