ORIGINAL: benpark
Also-why the rescale? So you could actually see something? Those guys are small!
Well, I rescaled for two reasons ... 1st, yes, those guys are small and the joints are huge! ... 2nd, my 14.5 rescale was done for this example because I found a NINJA ms3d model on the net that has 300 frames of animation and the ninja figure is about 14.5 times bigger than the imported soldiers from PCK.
Attached to this post is the Ninja ZIP file I found over at
http://www.psionic3d.co.uk/page.php?3 ... under free stuff, in the menu on left. This page will bring you to tutorials by the way.
This next paragraph explains (warning, alot of the word "then" is used) [;)].
Anyway, what I did was open the ninja ms3d and then saved it as a MS3D ASCII file. Then, I opened a new project to reset the screen, and then using the DirectX tool I imported the pioneer mesh and put his head on and moved the rifle to his hand as shown in SS. Then, I used the IMPORT feature from the file menu and imported the MS3D ASCII. So, now I have the little PcK soldier with the ninja and it's bones. Then, I selected the entire Pck soldier mesh, rescaled x,y,z by 14.5 and moved him to "fit" with the ninja. Then, I used SELECT->JOINTS and ran a selection box around the ninja joints, then I used SELECT->VERTEX and "shift" selected a box around the ninja (by shift-selecting you keep the joints selected while selecting the vertex points). Then, under the JOINTS tab, I clicked the CLEAR button to assure that I unassigigned all the vertex points from the joints. Now, you can safely "delete" the ninja mesh and then EXPORT your project as another MS3D ASCII file. This will save the soldier mesh and the joints (unassigned of course). Now, all you need to do is assign the joints to the vertex points ... and either watch the ninja animation with the Pck soldier (quite funny actually [:D]) or delete all the keyframes and animate yourself!
I hope all that made sense ... without my normal screenshots I can be longwinded. [:)]
EDIT NOTE :
The ninja starts with his arms down ... I had to move his arm bones to my soldier arms. And, I used the sword joint for my rifle joint. The tip of the rifle is the frame_bone_firingpoint01 and _firingpoint01_dir (I added this joint)... so it moves with the gun and it will always fire out of the barrel no matter where the gun is pointed. Also, the ninja joints are not named ... I started with joint1 as frame_mesh and then looked at the hiearchy of the rest of the joints to figure out what to name them. I didn't name the joints like you normally see like BIP01 etc. I don't know if you need to name them like that ... I used the old vehicle tut to name them ... ie frame_bone_body, frame_bone_neck, frame_bone_head, frame_bone_arm, frame_bone_leg, frame_bone_kneeL (left knee) .. etc. There are probably too many joints for what we need but it's a good example to use. It's probably better to start fresh and make your own joint heiarchy. Also, don't worry about assigning the material DDS for the skin ... it will reset everytime you import ... wait until all the imports are done.
You can find the animation frames for the infantry under the genericinfantry folder, called animation index.txt file. I'll post the contents here :
Animation Index
german_infantry01.x
Range: 0-800
Start Frame/ End Frame / Start Time/ End Time
Walk 0/ 24 / 0.00 / 0.80
Run 37/ 48 1.23 / 1.60
Stand-Idle 65/ 150 / 2.17 / 5.00
Stand-Fire 165/ 176 / 5.50 / 5.87
Stand-Death 189/ 235 / 6.30 / 7.83
Stand->Kneel 250/ 280 / 8.33 / 9.33
Kneel-Idle 290/ 380 / 9.67 / 12.67
Kneel-Fire 390/ 405 / 13.00 / 13.50
Kneel-Death 415/ 450 / 13.83 / 15.00
Kneel->Stand 460/ 485 / 15.33 / 16.17
Stand->Prone 495/ 505 / 16.50 / 16.83
Prone-Idle 515/ 565 / 17.17 / 18.83
Prone-Fire 575/ 585 / 19.17 / 19.50
Prone-Death 595/ 610 / 19.83 / 20.33
Prone->Stand 620/ 680 / 20.67 / 22.67
Crawl 701/ 728 / 23.37 / 24.27
Grenade Toss 740/ 800 / 24.66 / 26.66
Don't forget ... with MS3D, you need to add 1 frame ... so your total range is 1-801. You'll need to add 1 to all the Start/End frames. For instance, the walk is 1-25, run is 38-49 ... etc.
Anyway, it's a start and you can practice messing around. Maybe someone can explain more about where to put keyframe null points in (like in the vehicle animation tut). I haven't mess with it much ... basically having my soldier carry his gun in front of him while walking (well, a simple walk that made him goose-step because I didn't move his knees)[:D].
Rob
NINJA ZIP attached below ...