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 (= wrong, probably 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)