Author Topic: How exactly does one edit the default horse?  (Read 1326 times)

Okay. So I'm making a reskin of the default horse of a particular character that would be appropiate to release this month (not gonna tell you what it is just yet) and i need an .MS3D file or at least the names of the bones. I cannot find a plugin to import DTS files into blender or milkshape. (i was gonna use blender to look at the names of the bones) so if anyone can help me out here youre welcome to it.


uh
theres no bones

yes there is. if there wasnt then it couldnt move. im talking about MODEL bones, not the bones of the actual character. torque shapes have to have bones in order to be animated.

They are bones, but they're also referred to as nodes, or 'Empties' in Blender

As for a way to import DTS, you need to use Blender and Port's DTS plugin

Try not to move any of the bones before re-exporting your edit or the animations might break

Try not to move any of the bones before re-exporting your edit or the animations might break
Correction: they will break, unless you forego using any default horse .dsqs and export your model with its own animations/create your own .dsqs

Correction: they will break, unless you forego using any default horse .dsqs and export your model with its own animations/create your own .dsqs
Yes, but he said he just wants to make a reskin. Animating is a pain.