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D/L's and Links Morrowind Max Base Animation Files
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They're all red, that's good but some vertices you may want to lock down to not move. Use Green (Rigid) Links for things you don't want to stray, use red ones for deformable. If you have some blue vertices, those are EVIL! Select the blue plus box and unselect others and reselect everything. Any blue vertice needs to be attached to the appropriate part of the mesh. Just switch to Assign to link and have the Red + sign selected. Morrowind will need to know what the parent of the mesh will be. For a chest mesh, that is Bip01. We need to Link the Chest manually to the bip01 (diamond shaped Center of Mass object). Let's hide our biped leaving only bip01 so we can choose it easily with our Select and Link tool.
Select, then hide everything except the mesh and our bip01 object
Now everything is all good but we still can't export it to Morrowind yet. AnImmerse game engines expect everything to come in at 0,0,0 that way the game engine only needs to add some number to any axis, whether x, y, or z and be able to place an object instantly in Morrowind Local World Coordinates. This means we need to set the pivot so that the game engine will place our object where it wants. |
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