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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.
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.
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?
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.
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.