Mostly KFA. (Key Frame Animation, potentially with tweening...)
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Yes, IDK what DAOC uses, but if it's the same KFA as used in Oblivion, Crysis II, Fallout 3 and Laxe Lore (ie. GameBryo / NetImmense Key Frame Animations) then yes. XD
Key frames store the angle change at skeletal joints at each key point, and the game engine can render frames between those using interpolation. That seems to be pretty much how 3DS performs animation by default too. Though I notice some of the PT animations have some elements moving smoothly, and others jumping from one key frame to another.
I did it XD :
http://i53.tinypic.com/2lsa0lv.jpg
It seems that when 3ds imports the ase it changes the bones names or something (therefore i had changed the bones to wrong names the other time).
I did it like this (there's probably an easier way XD)
-I've logged (as admin) and checked the .inx my character was wearing (mB021-Phoenix Armor (ats))
-Then i opened this inx file on the madedit, and seen the requested meshes (A(arms), B(body), S(shoulder pad), and L(legs) (like MAHB for the atalanta's arms.. on hi-res, etc..)
-There is some working ase files on my server's tmabcd (i've downloaded on a server setting tutorial here on rz..), i've opened the mfbb18.ase (atalanta model file with 3 different level armors on it).
-On this file i replaced the arm, shoulder and body parts (modeled just shoulder and arms though.. sucky model, just for learning to put in game anyway XD, but i liked the scale mail..).
I replaced the original parts for my already rigged (with physique) parts, one by one (i exported each individual part, rigged up, to ase).
I replaced the contents on the MESH parts of the GEOMOBJECTs (body, legs, etc.. one by one) for the parts i've done.. with the physique, and respecting the syntax of the original (working) ase.
When i learn more properly i will make the guide :thumbup:
And i've tested effects and it works normally just like on items XD.. will try to apply (very very subtle, i don't think it would look good with intense effecting) on some existing armors sometime :).. BUT, i dont know if it would bug with the pikeman 'vague' skill (which adds scroll effect).. will test it later :)..
@edit: Maybe i need to draw by hand (or seeing stuff) to model decently XD.. I think the most important for people to model, regarding the pt armors are:
-Gauntlets (gloves with bracelets)
-Shoulder pads
-Boots
-Knee pads (optional)
-Belt (optional, like on some lvl 105 armors)
I think it better to keep the body (central part) and some other parts (bits of arms or legs), just so it wont alter radically the character's body format (resuming, to use the naked body as base XDDDDDDDD DDD XD )
I think i will draw some shouder and knee pads (by hand) and try to do them and see in which character it would look good :)
You can still have 2 or more meshes without connecting them, for example you have boots/legs on ata and kneepads... if you name legs eg "legs01" and kneepads "legs01" and in inx file you have legs01 than those 2 meshes will be loaded (as long as they have same name in 3d).
You need to remember that if you remove/weld even one vertex than whole physique and UVW will collapse.
O yes i noticed that. In that screenshot, there's 2 meshes for the shoulder pads :) (the big shoulder pad was on both sides before but i though it was too much xd).. When i opened the other armor files, i noticed that body and belt have the same name (the same for boots and knee-pads, etc..). (i also used this feature to test the effecting on armors XD)
Other thing i have noticed is that the MESH_TFACE and MESH_TVERT parts, like, define the UVW.. XD, so if i want to retexture or change UVW's, i need only to replace the MESH_TFACE and MESH_TVERT (maybe the T is related to "texture" XDD). Thanks for all the help =D
Here is ASE format info:
Legacy:ASE File Format - Unreal Wiki
It helped me when I was rookie at editing models in PT.
Few thing are not supported by PT but its nothing important.
I'm doing some additional customization for meshes that are the same in PT to have 100% customization not only 40-50%.
Here is example of custom armor and original armor (trying to make it look pro, I aiming official servers quality):
http://oi53.tinypic.com/ji0412.jpg
Anyway if you finish your tutorial I will not have to do mine :]
SO GO GO!
Well , i posted a simple guide (with the way i made it). But feel free to add something or correct something eventually :)