weird feet and hands in old models using bo3 anims

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by jakob9696
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as the title of this post say: I ported bo2 origins german zombie models but in game and in ape thier anims are a little glitched...
the basic movements works but for example feet and hands are rotated o weird: I do not know how to explain it but in the following video you can see my problem
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I need to use origins models, how i can fix them?
please help!
Last Edit: December 21, 2016, 06:17:02 pm by jakob9696
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Maybe try using the Origins-esque models from revelations
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I know you have to rig the model like the Bo3 zombies are rigged. Idk how to do it as I am stuck to modding WaW atm.
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Maybe try using the Origins-esque models from revelations
i think the same but revelation map has only 1 zombie in origins style but other zombie modes are very different...

Double Post Merge: December 21, 2016, 08:44:40 pm
I searched and asked to someone and it seems that the solution is to rerig the model rig but i have no idea how to do it  :(
At this point it's more painful rerig bo2 origins zombie models or create a new anim table and ports ( and fix ) all animations from bo2 and use them :/ ?
Last Edit: December 21, 2016, 08:44:40 pm by jakob9696
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Having this same issue on a buried model... If some one could fine a way to easly rerrig the model and stuff...

Here are some in game screen shots if anyone needs them
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Marked as best answer by jakob9696 on Today at 04:12:53 pm
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I searched and asked to someone and it seems that the solution is to rerig the model rig but i have no idea how to do it  :(

https://ugx-mods.com/forum/index.php/topic,5060.msg56524.html#msg56524
scroll down a bit till rdvlpr's post, there a short explanation
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https://ugx-mods.com/forum/index.php/topic,5060.msg56524.html#msg56524
scroll down a bit till rdvlpr's post, there a short explanation

thank you very much!
i centered feet and fingers joins because weren't centered using bo3 rig but seems like some parts are binded to a joint which  should not be affected at these for example shoulders joints are binded with its mesh but if i roteate it in maya, a bit too much of torso mesh is roteated and the mesh is stretched  :-\
is it possibile "to disable " these mesh on a joint or reduce the bind on that?
Last Edit: December 23, 2016, 04:30:33 pm by jakob9696
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Make sure you have it set to 'Bind to: Selected Joints' and only select the 'real skeleton', not stuff like tag_origin, tag_weapon etc.
Also you can try messing with the other settings a bit, like dropoff and max-influence's.

If nothing of that helps you prob have to use the paint-weight tool to bind the skin manually ( open the tool and a new window will open, in that window is the joint list. When you select a joint, it will show how it will influence the skin by making it black/white. Then you can 'paint' problem area's by hand )
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thank you, i'm trying to adjust bind using paint bind tool but it's diffucult for me  :(
However I tried changing bind settings and the best result has been using Skinning method "Weight Blended" and "geodesic Voxel", but last one leaves some hole in random parts of meshes  :-\
Last Edit: December 23, 2016, 07:12:35 pm by jakob9696

 

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