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ForumsJedi Knight and Mysteries of the Sith Editing Forum → Invisible hand
Invisible hand
2005-05-30, 4:52 AM #1
Okay. I've made a custom multiplayer character, but I want to know how to get an invisible hand into it. You know, the right hand. Is it in there, or does it just have coordinates lined up to put the hand where it belongs.
#2- Is there a function in JED that lets you save the hierarchy nodes? Whenever I export a multi-sectored 3do, none of them are parent, child, sibling and so on. Thanks.
2005-05-30, 7:11 AM #2
To get the rhand into your 3do, you need to follow the Adding Sectors to 3dos tutorial. You want to copy the rhand mesh in fistg.3do to your custom model.

As for editing hierarchies in jed, there's an option in the menu:
Tools | 3do Hierarchy
(version 95 and up, perhaps even 94, but 93 and below do not)
Just don't accidentally set a node to be it's own parent... (e.g. k_rhand, parent=k_rhand)
Things WILL get ugly...
May the mass times acceleration be with you.
2005-05-31, 8:21 AM #3
Wait, Slaw, I just want to know how to add the right hand. You know, the invisible one that's on all the guns. Yeah... I don't know how.
2005-05-31, 8:29 AM #4
And I'm telling you how... the rhand is on all the external gun models, not the player models (that's why it's always kyle's hand on the gun grip).

The way to get the right hand from the weapons into your model is to copy it directly from the weapons. The tutorial tells you how to copy the mesh so all the textures are matched up. You want to copy from fistg.3do because that 3do has the right hand by itself -- no gun attached.
May the mass times acceleration be with you.
2005-06-02, 6:48 AM #5
OK, so I don't even put a node in for it, it just recognizes the righ foreamr and attahces itself to it.
2005-06-03, 8:43 AM #6
Sort of. JK adds the weapon models to the player by finding the k_rhand node and adding the model to the player at the position of the rhand node (depending on keyframes, hierarchy info, and such), therefore acting as the rhand of the model.

Basically, you're going to use the tutorial to do what JK does when it adds weapon meshes -- Except JK won't delete an existing rhand before copying, it will simply add it to the existing rhand. This way, JK won't delete your custom model's rhand when adding any weapon meshes, allowing your model to have it's own rhand.
May the mass times acceleration be with you.

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