Serious Sam Fusion 2017 (beta)

Serious Sam Fusion 2017 (beta)

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Skeleton Question
Hello. I have a few questions.

1.I've changed bone name of existing model, to make it match the rest names of other bones. For example cucurbito, for some reason has "Head " name of its head bone instead of "Head". And after that animations ignore it, make head part of it fly in the air. I cant find what i must change in animations to make it recognize renamed bone.

2)It is possible to add skeleton to the models which dont have it and use vector(?) animation. Im talking about quake ported monsters. I add new LOD to skeleton and added a few bones. Of course nothing was attached to them because its animations was created long before skeletal animations was created, but in the game their skeleton doesn't exist at all. as functions which can handle you bone location simply doesnt find them.

Also if addition of skeleton to this model is possible, is there an option to "reverse" attaching them to existing animation to make them follow corresponding body parts?

Thank you in advance!
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Showing 1-6 of 6 comments
Ryason55 29 22 Oct, 2024 @ 12:45pm 
1. You can rename envelopes in the animation editor in the bottom right of the viewport (F2 also brings up the prompt to rename).

2. Not entirely sure; I've messed with doing Quake models with a skeleton for rotation (smoothing out aiming on a player model) and it worked fine. Maybe you need at least one bone keyframed in the animations, or something else that it's expecting.

Do you mean having a bone follow a vertex animated limb? You'd be doing that entirely manually. If you're doing it for things like monster barrel/melee attachments, you probably should just attach those to the root of the model, sorta like how it'd be done in Quake.
Thank your for your answer.

Well, i made sure that bone name and envelope name match. I guess we are talking about that one which could be seen under the model in 3d space in the far right list of name.
But anyways animations still dont use renamed bone. Maybe im retarded and missing something but, i dont know what else i should do.

Can you please explain to me how to attach bone to a frame? I had an expirience with similar primitive anim editors, but here i simple can't understand where to look.
Sorry, maybe i formulated first case wrong but i think more correct way to describe what i see is: the head part of the model doesnt follow renamed head bone. I think this fits better.

So in short envelope follow the animation correctly, i see how the bone move, but the head which must be attached to this bone simple floats on place.

How to reattach part of the model to the bone?
Hello again.

Seems i managed the problem with bones in generic Serious Sam model. Simply created new ones with proper names.

With quake ones i must admit, im little bit retarded, because there were two models with almost identical names and i applied changes with one model and all this time was not aware that i was testing changes on entirely different model.

But last question remains: how to set bone location for certain keyframe, speaking for manualy creating trajectory for bone to follow vertex animated model?

Thank you in advance!

P.S: Is there some guides for that? In steam only things that i could find is debris, custom weapon guide from noam and solmyr and CWE, but nothing regadring this.
Last edited by ♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥; 28 Oct, 2024 @ 1:28pm
Ryason55 29 1 Nov, 2024 @ 2:07am 
You can move the selected bone like anything else by holding Ctrl and using the handles that appear with your mouse; Sometimes in the animation editor it's a bit temperamental and won't let you click the handle you want, and you just have to find a different angle to view from. When positioned, you can press Enter to bring up a window for recording channels for that keyframe. If they aren't already enabled, make sure the all the Pos and Rot channels are enabled, and you can press Enter again to confirm.
Thank you very much!
I've already lost hope to get answer. Its really working, at least now it records any envelope movement, dont tested how it will behave in game yet.
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