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ascottk

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Here's a diagram for the mouth joints:

tdm_head_joints.jpg

The rest of the joints are hopefully self explanatory.

 

& here's the source maya binary:

http://208.49.149.118/TheDarkMod/models/as...erguard_head.mb

 

Most of TDM's AI are sharing the same joints as the builder guard thus we can share head animations with him.

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  • 1 year later...

Just a technical question...the joints and skeleton for the head is separate from the skeleton for the rest of the body, correct (I assume it would have to be or else how would you weight the head mesh properly for head-swapping)?

 

How can you export animations that affect the face then? Do you have to make sure the default head in the def file has the same number of joints as the one in the animation?

 

Actually, I'll try a more specific question. Assume that the citywatch head is not rigged with the more advanced joints that the builder head has. So if animators try to make a citywatch animation (say, a frustrated gesture) that also moves the mouth joints (yelling), it won't work. But what would happen if you made the builder guard head the default head instead? Could you then export the animations with the advanced facial joints and have them work? And what would happen when you then swapped the builder head back over to the citywatch head?

 

Or, are animations for heads created and exported completely separate from body animations (you make a furstrated gesture animation for the body rig, and a yelling animation for the head rig, and call them simultaneously in the code)?

 

Hopefully that question makes some sense.

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