After a lot of pissing about, I've managed to... almost... get one of the other models in game. Not quite there, definitely not usable yet, and there are a lot of little problems to fix, as noted below - but it suggests that it will eventually work.
Here's some pics for those who don't like reading so much :
Giant Fail,
Tiny FailSo, what I attempted was basically testing the existing skeleton, and overlaying the model of the fatman onto it, and reattaching them together. In game terms, for the time being I have simply been replacing the "CR_HumanMaleStrong.X", so I could test things moderately quickly. Though I've been able to import the original human .x file, the vertex / bone linking seems to have ended up a bit garbled.
Orientation Fail,
Forwards FailOf course, the skeleton is designed for a slightly different body shape - and obviously the animations, including the "idle pose" are different. So currently, the fat man will stand like the hero model, with wide shoulders and his feet apart. There are a lot of problems of scale and rotation with import and export - partially from different programs using either Z or Y as "up" and partially because .x appears to be a very variable format. Some X importers / exporters won't read or write the correct file types, or will only do so partially.
Not knowing what I am doing.
One of the main problems was trying to determine exactly how things had been done before, what the different parts of the skeleton were, how they were linked together and then what format they were exported in. Ideally, if Karpov reappears at some point, he'd be able to give us his recommended programs / formats etc, possibly even source files.
So, after over 9000 attempts, I finally exported one that vaguely worked... apart from that arm. It's using all the hero animations, so it can walk, run, punch, shoot etc - except obviously the pose is all wrong - eventually, it should walk, shoot, punch and stand like Vic does. I guess he's a fat man trying to look like a hero
Current problems still present :
- The hair is positioned for the hero model, therefore isn't quite positioned correctly - though I could make him slightly smaller, which may work. Otherwise we may need to separately rig hair for each body type somehow - or if it attaches to something on the skeleton, perhaps I can stretch the "head nub" of the base skeleton a bit instead.
- If you look at the shadow on his feet, it comes from where his feet aren't... I think this is because I slightly reshaped the T-pose to fit, whereas I should have reshaped the model to fit the T-pose, though this may not be a problem if it had its own animations.
- The subsets, to allow a texture to cover certain parts of a model and not others (i.e. skin colour, short sleeves) isn't working - but I think I can fix this quite easily. They'll need doing for all the other body types too.
- Obviously, his arm is stuck out at a right angle. I have no idea why this is. The animations tested in the program with this model don't behave like this - only when in game. It's a mystery. His other arm works fine.
- There may be something wrong with the attachment points - he seems unable to mount a weapon. It just doesn't appear. I'm guessing that something needs to be attached to the "LHandle" and "RHandle", but I don't know what.
- The texture is only provisional. I might leave it like that until I've seen the shaders that Johnnybravo is working on - as their "engine shadow" will affect how much "painted shadow" we need on a texture, as well as overall colours.
Ultimately, the fat man can walk and run and use and fall, and it's almost correct. I had pretty much no idea what I was doing, so anyone who's less of a 3D noob than me should be able to get this all working pretty nicely, given a little time.
Of course, despite his best efforts, the fat bastard is never going to fit into that jacket - however, I should be able to use the same methods to try and rig a few of the armours we've made but not implemented to test yet.
Current version of file is here :
fatmantest_CR_HumanMaleStrong.XTo test quickly, backup your "CR_HumanMaleStrong.X" and drop this one over it.
Note that this file will very quickly be obsolete, as I intend on trying to solve some of the weirder problems present (unless someone else does it first). Also, the file contains a load of surplus animations, which won't affect the game, but if you can import .x with animation to a 3D prog ("Fragmotion", which is sort of free will do it), you'll be able to test a few animations in there. It does increase the file size a bit though.
[EDIT]
Tried a bit further with this :
= Hair as before
- 'Foot shadow' was actually a few rogue vertices from the bottom of the foot, that's fixed.
- Subsets now work properly. You can compare
Subset Example Man with the image below.
- Stupid arm is fixed
= Attachment point for weapons still doesn't work
= Texture / shadow unchanged
+ He has picked up a strange 'wobbly leg'. Can be solved either by adjusting the skeleton, or adjusting the model so the legs are a little more apart.
Attachment points for weapons is the main one. Looking in the fo3d and where they attach to, they should work. I can't see why they aren't. A bit of a mystery, this one. Unless anyone's got any bright ideas to try, it might be a "wait for Karpov" on this one.