Re: Forgotten Hope 2 Mod Update
There was a lot more to this model than just what is shown in the screen shots. First both the first person and third person rigs are IK constrained. Dice never released their constrained biped.. only the bones from it exported from source so all mods have this limitation when trying to create their character models. The bones that mods are using are linked, but if you move one, it basically comes out of socket. Without IK, you have to rotate each bone by hand and hope you aren't getting too warped and out of control. It takes a lot of work to set up a skeleton with IK (Inverse Kinetics) and even more work to constrain it's movements to mimic a real human skeleton. This will make this model and all other models we are building much easier to animate.
Also, the face on our model is completely rigged so it takes all of the standard BF2 facial expressions, plus any we decide to create ourselves. Not to take anything away from Human Army, but they had it pretty easy on this task since all of their faces are covered in a solid non-moving mask. Their body parts are a lot easier to rig also. Solid armor parts just get a 100% weight to a single bone. It's a little harder to set up an organic joint that doesn't fold over, have a big gap or whatever when it bends.
And last; Ours is exported, in game and working very well after lots and lots of trial and error. Kudos to Human army for this feat. We know what's involved. It's harder than the actual character creation (at least it is the first time). Now that we've gotten past the initial hurdles of getting this first player in game, the rest should be much easier (and faster).
Still my personal favorite BF2 mod character is the Brickfield Lego man... I think they were also the first to have one in game.
There was a lot more to this model than just what is shown in the screen shots. First both the first person and third person rigs are IK constrained. Dice never released their constrained biped.. only the bones from it exported from source so all mods have this limitation when trying to create their character models. The bones that mods are using are linked, but if you move one, it basically comes out of socket. Without IK, you have to rotate each bone by hand and hope you aren't getting too warped and out of control. It takes a lot of work to set up a skeleton with IK (Inverse Kinetics) and even more work to constrain it's movements to mimic a real human skeleton. This will make this model and all other models we are building much easier to animate.
Also, the face on our model is completely rigged so it takes all of the standard BF2 facial expressions, plus any we decide to create ourselves. Not to take anything away from Human Army, but they had it pretty easy on this task since all of their faces are covered in a solid non-moving mask. Their body parts are a lot easier to rig also. Solid armor parts just get a 100% weight to a single bone. It's a little harder to set up an organic joint that doesn't fold over, have a big gap or whatever when it bends.
And last; Ours is exported, in game and working very well after lots and lots of trial and error. Kudos to Human army for this feat. We know what's involved. It's harder than the actual character creation (at least it is the first time). Now that we've gotten past the initial hurdles of getting this first player in game, the rest should be much easier (and faster).
Still my personal favorite BF2 mod character is the Brickfield Lego man... I think they were also the first to have one in game.
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