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Thread: Import model from CoD4 using Tom's Xmodel Utils

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  1. #11
    Global Mossaderator Mitch's Avatar
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    I am currently using a maya script to copy the translation of the bones from cod4 and then update cod2 bones translation. (the model isn't binded yet to the skin)
    PHP Code:
    print("setAttr j_head.translateX " getAttr("j_head.translateX") + ";\n");
    print(
    "setAttr j_head.translateY " getAttr("j_head.translateY") + ";\n");
    print(
    "setAttr j_head.translateZ " getAttr("j_head.translateZ") + ";\n"); 
    I made a forum to change the bone names to the way cod2 uses them. (j_mainroot => J_MainRoot) It is made in java, but it is easily converted to an exe. Also the code above can be generated using the java program.

    Example for restoring entire face bones.
    PHP Code:
    j_head
    j_eye_lid_bot_le
    j_eye_lid_bot_ri
    j_eyeball_le
    j_eyeball_ri
    j_cheek_le
    j_cheek_ri
    j_brow_ri
    j_levator_ri
    j_jaw
    j_levator_le
    j_brow_le
    j_neck
    j_eye_lid_top_ri
    j_eye_lid_top_le 
    I am at the moment manual replacing these bones in the paint/bind maya script (the binding script that Tom's Xmodel Utils uses requires maya 8.5)
    PHP Code:
    j_knee_bulge_le/ri => J_HipTwist_LE/RI (= wrongprobably needs to be J_Hip_LE/RI or J_Knee_LE/RI)
    j_mainroot => J_Spine1 (or keep j_mainroot depends what works better)
    back_low => J_Spine2
    back_mid 
    => J_Spine3
    j_shoulderraise_le 
    => joint1
    j_shoulderraise_ri 
    => joint2
    j_coatfront_le 
    => J_MainRoot
    j_coatfront_ri 
    => J_MainRoot
    j_coatrear_le 
    => J_MainRoot
    j_coatrear_ri 
    => J_MainRoot 
    FixPaintNames.rar (including my maven netbeans project)
    Last edited by Mitch; 4th July 2013 at 17:03. Reason: it might be better to keep j_mainroot if you get less or no bugs this way

  2. The Following User Says Thank You to Mitch For This Useful Post:

    kung foo man (4th July 2013)

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