Author Topic: New Player Model  (Read 2724 times)

You know, you don't need a scripter for a player type.

Hmm, well I don't need help then... and what do I name the joints?

head  looks weird and arms look stiff, i suggest you add a slight, like, VERY slight, less than 10 degrees of bend to the arms

head  looks weird and arms look stiff, i suggest you add a slight, like, VERY slight, less than 10 degrees of bend to the arms
Ok, I'll do that.

Hmm, well I don't need help then... and what do I name the joints?
Oh i didn't say you wouldn't need help.

I'm just saying you require no scripting experience to setup a player model.
So you don't need to 'LFS' in the OP.

Oh i didn't say you wouldn't need help.

I'm just saying you require no scripting experience to setup a player model.
So you don't need to 'LFS' in the OP.
Hmm... alright, I am still 'LFS' in the OP.

Hmm... alright, I am still 'LFS' in the OP.
No, Lol.

You need a modeler.
You probably don't even know how to add bones.

I use Milkshape, they're called joints...

Unless bones are different, but I don't think so.


Oh, ok a connection of joints is a bone... hmm.
« Last Edit: November 27, 2009, 11:09:33 PM by Pi »

Hey friend, I use milkshape too.

And btw, A single joint is called a joint.
A connection of joints are called bones.


Parents and Child bones are something you need to learn about before you start making player models.

Hey friend, I use milkshape too.

And btw, A single joint is called a joint.
A connection of joints are called bones.


Parents and Child bones are something you need to learn about before you start making player models.
Ok, so I don't now the name of a connection of joints, and that makes me a friend?

Ok, so I don't now the name of a connection of joints, and that makes me a friend?
No, It's because you're a smart allelic.
You pretend that you know what you're talking about.

No, It's because you're a smart allelic.
You pretend that you know what you're talking about.
Ok, shame on me for being a smart allelic, but still that doesn't make me a friend.

Ok, shame on me for being a smart allelic, but still that doesn't make me a friend.
Get used to it.
Btw, If someone calls you a friend.
You aren't a friend unless you believe it.

Welcome to the internet.

On a second note: Download the roblox player type as a base for making your own.

On a second note: Download the roblox player type as a base for making your own.
Ok, I'm sorry for being a sarcastic smart allelic.

Code: [Select]
datablock TSShapeConstructor(RobloxianDts)
{
baseShape  = "./Robloxian.dts";
sequence0  = "./R_root.dsq root";

sequence1  = "./R_run.dsq run";
sequence2  = "./R_run.dsq walk";
sequence3  = "./R_run.dsq back";
sequence4  = "./R_run.dsq side";

sequence5  = "./R_Crouch.dsq crouch";
sequence6  = "./R_Crouchfor.dsq crouchRun";
sequence7  = "./R_Crouchfor.dsq crouchBack";
sequence8  = "./R_Crouchfor.dsq crouchSide";

sequence9  = "./R_root.dsq look";
sequence10 = "./R_side.dsq headside";
sequence11 = "./R_root.dsq headUp";

sequence12 = "./R_jump.dsq jump";
sequence13 = "./R_jump.dsq standjump";
sequence14 = "./R_jump.dsq fall";
sequence15 = "./R_root.dsq land";

sequence16 = "./R_Armattack.dsq armAttack";
sequence17 = "./R_Armleft.dsq armReadyLeft";
sequence18 = "./R_Armright.dsq armReadyRight";
sequence19 = "./R_Armboth.dsq armReadyBoth";
sequence20 = "./R_root.dsq spearready";  
sequence21 = "./R_root.dsq spearThrow";

sequence22 = "./R_root.dsq talk";  

sequence23 = "./R_death.dsq death1";

sequence24 = "./R_root.dsq shiftUp";
sequence25 = "./R_root.dsq shiftDown";
sequence26 = "./R_Rrecoil.dsq shiftAway";
sequence27 = "./R_root.dsq shiftTo";
sequence28 = "./R_root.dsq shiftLeft";
sequence29 = "./R_root.dsq shiftRight";
sequence30 = "./R_root.dsq rotCW";
sequence31 = "./R_root.dsq rotCCW";

sequence32 = "./R_root.dsq undo";
sequence33 = "./R_root.dsq plant";

sequence34 = "./R_sit.dsq sit";

sequence35 = "./R_root.dsq wrench";

   sequence36 = "./R_root.dsq activate";
   sequence37 = "./R_root.dsq activate2";

   sequence38 = "./R_Lrecoil.dsq leftrecoil";
};    
This is what you need to focus on when you get there.
I will now explain what a dsq is.

A dsq can be thought of as a set of instructions for a specific joint/bone to move.
Milkshape supports the exporting of dsqs. So you're in luck.

First, you need to set animations for each sequence.

For instance, If you have a walk animation called "walk"
You'll want to export a dsq called "Test_Walk.dsq"
Then follow up with the appropriate sequence.
sequence2  = "./Test_Walk.dsq walk";