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porting bo2 cia model help

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Created 9 years ago
by Matt9173852
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well seeing as i just managed to port the cia viewhands i would like to change the player model to the cia guy as well, I've gotten to the point where the model is in the game and stuff but is just in a frozen pose, so all i need help with is the joints/rigging of the model im having trouble with.
i have no idea which ones are needed and which arent needed
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Did you drag in the bind file?
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well yeah but i saw in another post that when he used the bo2 bind file the face got all screwed up and someone said he had to delete some joints, should i just use the bo2 bind file as is and not delete any joints?
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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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some will work just fine, but yes others you will need to remove the unnecessary joints

Export one of the cod 5 player models with tom tools to see which joints it "should" contain, then delete the others from yours
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This is what i did when i ported bo2 character.

1. Get a fullbody model from cod5 & export it to maya. (Example "char_usa_marine_polonsky_zomb").
2. Open the maya file and delete everything except the joints. (You could save the file for later use.).
3. Import the bo2 character in your maya scene and delete the joints that came with the character.
4. Click on the joints and "Select Hierarchy", now open the Hypergraph: Hierarchy window.
5. Deselect all the tags (Like "tag_sync", "tag_inhand" etc..)...
6. Now select the bo2 character while you have still the joints selected.
7. Go to Skin:Bind Skin: Smooth Bind (Click on the box). Make sure you have these settings.



8. Click on Apply & then Bind Skin.
9. Export the model and it should be working.

If you still don't understand i might make a video.
Last Edit: December 22, 2014, 06:36:24 pm by rdvlpr
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you should make one anyway. That sounds like a handy way of doing it
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Ok Thanks rdvlpr ill try it later on and ill let say if i get it working but if you are gonna make a video on it you probably should so other people can port bo2 player models too
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they dont all require this

But yeah a video would be cool :)
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This is what i did when i ported bo2 character.

1. Get a fullbody model from cod5 & export it to maya. (Example "char_usa_marine_polonsky_zomb").
2. Open the maya file and delete everything except the joints. (You could save the file for later use.).
3. Import the bo2 character in your maya scene and delete the joints that came with the character.
4. Click on the joints and "Select Hierarchy", now open the Hypergraph: Hierarchy window.
5. Deselect all the tags (Like "tag_sync", "tag_inhand" etc..)...
6. Now select the bo2 character while you have still the joints selected.
7. Go to Skin:Bind Skin: Smooth Bind (Click on the box). Make sure you have these settings.

(Image removed from quote.)

8. Click on Apply & then Bind Skin.
9. Export the model and it should be working.

If you still don't understand i might make a video.

Did you use paint weight tools after binding or it worked perfectly after binding?
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Did you use paint weight tools after binding or it worked perfectly after binding?

It worked perfectly after binding.
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It worked perfectly after binding.

Alright cool. Gonna try this because a problem I noticed when you delete the un-nessacary face joint is that the chin sticks when his head moves. I tried painting weight but it wasn't working for me.

Thanks.
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Hey

1.) Export the Player-Model (incl. .mb & bind file and images)
2.) Open the model in Maya and texture it and put the bind file on it.
3.) Export the model ( select the model and the joints, go to edit and select "select hierarchy" the export it)
4.) Go to Asset Manager and make a new .gdt or use an other one.
5.) go to xmodel and to material and put all your model and images/materials in and convert it (convert the model as animated)
6.) When you export the player model take a look in Asset Viewer to see your model (is it work? )
7.) Select in character/char_zomb_player_#.gsc (# is for the number 0-3, choose your character)
-0=Dempsey
-1=Nikolai
-2=Takeo
-3=Richtofen

8.) Change it:
self setmodel ("YOUR_XMODEL_NAME");

and

precacheModel("YOUR_XMODEL_NAME");


9.) Then go to character/char_zomb_player_#.csv (# are the number 0-3)

10.) Change it:

xmodel, YOUR_XMODEL_NAME

11.) Make a new folder in MAPNAME/ named: character and put all edited files in there ( in raw/character/ and in MAPNAME/character/ are the same files )

12.) Go to your mod builder and tick all the new files (character and images)

13.) Build the mod and have fun with your new character :D


PS: Dont forget to put the new images in your MAPNAME/images/


MrDunlop4

 
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