1.
The first thing to do is get out a sheet of paper and list
down in a tree method, how the skeleton nodes within 3DsMax
are linked up (in a parent-child method).
This
is important when you have lots of nodes to deal with, and
you got a bit of typing to do, note that each node has to
be assigned a number, just look at the harris's skeleton
listing for example.
2.
Ok, now just to jump into it.... create a new entry for
the skeleton section of the model butes...
It
is easier to just copy one of the other model's skeleton
listings and just edit it, (just make sure you edit names
to make it work) also, make sure you change the skeleton
name not the name in the '[]' text.
3.
Next up: node name editing. Of course, there are many ways
to do this, but I am just gonna list my method... go down
the new entry and replace all the node names first, just
make sure the node names match the skeleton nodes within
model edit.
4.
Now, the next thing I do is replace the names of the piece
nodes - piece nodes tell the the engine what nodes are connected
to what mesh pieces, and for greater accuracy in hit detection.
5.
After that, look at Node Parent, and this is what I do next:
this is used by lithtech to link up all the bones within
the engine (and is important). To link up a node, you would
have to use the number that is right next to name of the
batch of attributes for the other node...
Soooo...
lets say you have a spine node and you want to attach it
to the pelvis...
The
pelvis node attributes are numbered 0, so for the node parent
I would put 0. And leave it at that. The pelvis node is
connected to nothing, so I would put -1 in for the node
parent (which means it doesn't have a parent). Not bad?
Heh, do it for 50 some nodes - biped has around that much.
It's
really important that you get this part right or you'll
crash the engine.
6.
After you get the node parents done, you are pretty much
free to custom the rest on your own time (the few things
that do crash the engine, are listed). The rest are just
explosion FX for the limbs, which are pretty self explanatory:
listing death animations, which animation goes to which
limb, etc.
That's
about it for the proper way. Now to get sloppy!
To
get a model quickly punched out with some sort of hit-tracking
and such, just list the nodes you need. Like let's say you
want just the head and torso; just list them only, and you
would not need to do the legs or arms (though they would
only use the default death animation).
Now,
6 nodes are way easier to list and make sure they work then
50. And for modest mod developers, if you only have a few
death animations, this works fine.