I wanna make skeleton for models

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Hi to all.Can anyone give me a tutorial for make a skeleton, and to asing the vertex for Milkshape 3d? plz
Thx
 
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theres an esf skeliton you can use
 
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I want to make my skeletion...
 
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I don`t find...this is the problem :\
 
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Not animation dude...to create skeletion and make code ...hitbox...and more
Maybe SV know how to create skeletion...i love animation from Vegetto model.
 
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Creating a skeleton has to do with animations. I don't understand what you mean by "make code" Sorry if this comes off being mean, but I'm not. Are you using a translator?
 
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Do you ever hear something about bonecontroller, attatchment or hitbox?
 
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I'm sorry. I really am, but can you try to say that better?
 
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The hitboxes, attachments and bone controllers are all in the qc. Most of them are all straightforward and can be refined with a little trial and error. This is what he means by code Damaera. The hitboxes are 3d coordinates of a box to a certain bone. The attachments are 3d coordinates of a point to a certain bone.

To make a skeleton you just select joint, and start placing bones in the order of linkage.
To branch off, select the joint and start placing bones again. Study the esf skeleton and follow the same basic patterns.
Start with a base bone and work your way up the spine, and then do your limbs. Make sure you name all your bones. Then you select a bone and select the vertices you want attached to it, and hit assign. Your model will not compile if there are unassigned vertices.
 
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Thx KYnetiK...that is the easy part...but the hard one is that "codes".and i need a tutorial for that.
 
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its not hard, what part of it is bothering you?

Open an existing QC for the player youre replacing and study it.

The attachments are easy, figure out which attachment is what move by what bone is being used. Make sure your bone name is right, and adjust the values and compile and test in mdl viewer until you are happy the attachment/s is at the right location/s.

The Hitboxes are usually the hardest bit, but for the most part you can use the script from another QC and change the bone names if necessary. Same for bone controllers.
 

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