yes... I know...
But how did you proceed? Did you import the skeleton to blender?
Which format does it have?
I'm just stuck here:
And I don't think that I will waste my time fiddeling out every single step that you did.
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
[Request] Sleeping Dogs Model Files
- shakotay2
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Re: [Request] Sleeping Dogs Model Files
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: [Request] Sleeping Dogs Model Files
I imported the custom skeleton into Blender, assigned it to the model with the Armature modifier, then renamed all those vertex groups to the skeleton's bone names, and it automatically attached the weights to the new bones.
The skeleton I'm using is in Source Engine .SMD format. There are Blender plugins available for it.
You can use any skeleton you want, just make sure the vertex group names match the bone names. However, unless we have the original Sleeping Dogs skeleton there's always going to be errors with the weighting.
The skeleton I'm using is in Source Engine .SMD format. There are Blender plugins available for it.
You can use any skeleton you want, just make sure the vertex group names match the bone names. However, unless we have the original Sleeping Dogs skeleton there's always going to be errors with the weighting.
- shakotay2
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Re: [Request] Sleeping Dogs Model Files
Does the imported skeleton have the same bone count? Means are there bones to add or to delete?SergeantJoe wrote:[...]and it automatically attached the weights to the new bones.
edit3: there are 69 bones only in the SMD.
What about the parenting? I see there are 5 fingers for a hand with "2 sub fingers" for both the SMD skeleton and Mariusz' vertex groups for Sleeping Dogs Jackie.
edit3:
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
So the R_ForeArm is a child of R_UpperArm.
Is this the original skeleton or did you change something?
It's a little bit of work to apply the missing 58 bones for Jackie and do the parenting.
There are 4 "Spines". Guess you renamed Spine4 of SMD to Spine3 of Jackie?
Thx. I was always fiddeling around with .x, fbx and so on. Didn't expect this being so easy just using SMD format.The skeleton I'm using is in Source Engine .SMD format. There are Blender plugins available for it.
Guess if you shared this info earlier we would have solved the SleepingDogs skeleton problem 3 months ago.
So well, I don't know if it's as easy to solve like I boasted one sentence before but should work.However, unless we have the original Sleeping Dogs skeleton there's always going to be errors with the weighting.
But I've lots of work atm so may last some days...
What about the position of the bones? (see lower part of SMD file)
Did you adjust them? You could use the positions from the amanda xml, I guess.
(Hmm, did I upload the xml?
Amanda_skeleton.zip
Ok, I will look for Jackie's or Wei's...)
edit: well, what is what?
(0.061026 -0.020621 0.000000 ) (0.707106 0.000001 0.707107 0.000001 ) (1.000000 1.000000 1.000000 )
For Amanda first brackets should be position, 2nd one the rotation.
For the SMD I'll have to look into the format specs.
0 0.254867 -0.828583 38.566917 1.570796 -0.000000 0.000000
Guess bold values are pos x,y,z and then rotation following, because 1.57... is PI/2.
edit2: huuaah, forget about Amanda! Jackie having 127 bones!
edit6: seems the last(?) problem to solve was how to transform the hkx bone rotation values into SMD ones.
And a quarternion to euler angles conversion was required.
So here is the final(?) result (Jackie):
Code: Select all
version 1
nodes
0 "ValveBiped.Bip01" -1
1 "ValveBiped.Bip01_Pelvis" 0
2 "ValveBiped.Direction" 1
3 "ValveBiped.Sync01" 2
4 "ValveBiped.Balance" 1
5 "ValveBiped.Bip01_Spine" 4
6 "ValveBiped.Bip01_Spine1" 5
7 "ValveBiped.Bip01_Spine2" 6
8 "ValveBiped.Bip01_Spine3" 7
9 "ValveBiped.Bip01_Neck" 8
10 "ValveBiped.Bip01_Head" 9
11 "ValveBiped.Bip01_L_Thigh" 1
12 "ValveBiped.Bip01_R_Thigh" 1
13 "ValveBiped.Bip01_L_Calf" 11
14 "ValveBiped.Bip01_R_Calf" 12
15 "ValveBiped.Bip01_L_Foot" 13
16 "ValveBiped.Bip01_R_Foot" 14
17 "ValveBiped.Bip01_L_Toe0" 15
18 "ValveBiped.Bip01_R_Toe0" 16
19 "ValveBiped.Bip01_L_Clavicle" 9
20 "ValveBiped.Bip01_R_Clavicle" 9
21 "ValveBiped.Bip01_L_UpperArm" 19
22 "ValveBiped.Bip01_R_UpperArm" 20
23 "ValveBiped.Bip01_L_Forearm" 21
24 "ValveBiped.Bip01_R_Forearm" 22
25 "ValveBiped.Bip01_L_Hand" 23
26 "ValveBiped.Bip01_R_Hand" 24
27 "ValveBiped.Bip01_L_Finger0" 25
28 "ValveBiped.Bip01_R_Finger0" 26
29 "ValveBiped.Bip01_L_Finger01" 27
30 "ValveBiped.Bip01_R_Finger01" 28
31 "ValveBiped.Bip01_L_Finger02" 29
32 "ValveBiped.Bip01_R_Finger02" 30
33 "ValveBiped.Bip01_L_Finger1" 25
34 "ValveBiped.Bip01_R_Finger1" 26
35 "ValveBiped.Bip01_L_Finger11" 33
36 "ValveBiped.Bip01_R_Finger11" 34
37 "ValveBiped.Bip01_L_Finger12" 35
38 "ValveBiped.Bip01_R_Finger12" 36
39 "ValveBiped.Bip01_L_Finger2" 25
40 "ValveBiped.Bip01_R_Finger2" 26
41 "ValveBiped.Bip01_L_Finger21" 39
42 "ValveBiped.Bip01_R_Finger21" 40
43 "ValveBiped.Bip01_L_Finger22" 41
44 "ValveBiped.Bip01_R_Finger22" 42
45 "ValveBiped.Bip01_L_Finger3" 25
46 "ValveBiped.Bip01_R_Finger3" 26
47 "ValveBiped.Bip01_L_Finger31" 45
48 "ValveBiped.Bip01_R_Finger31" 46
49 "ValveBiped.Bip01_L_Finger32" 47
50 "ValveBiped.Bip01_R_Finger32" 48
51 "ValveBiped.Bip01_L_Finger4" 25
52 "ValveBiped.Bip01_R_Finger4" 26
53 "ValveBiped.Bip01_L_Finger41" 51
54 "ValveBiped.Bip01_R_Finger41" 52
55 "ValveBiped.Bip01_L_Finger42" 53
56 "ValveBiped.Bip01_R_Finger42" 54
57 "ValveBiped.Bip01_L_ForeTwist" 21
58 "ValveBiped.Bip01_R_ForeTwist" 22
59 "ValveBiped.Bip01_LUpArmTwist" 19
60 "ValveBiped.Bip01_RUpArmTwist" 20
61 "ValveBiped.Bip01_L_Prop" 25
62 "ValveBiped.Bip01_R_Prop" 26
63 "ValveBiped.face_l_cheek" 10
64 "ValveBiped.face_r_cheek" 10
65 "ValveBiped.face_r_ear" 10
66 "ValveBiped.face_l_ear" 10
67 "ValveBiped.face_l_eye" 10
68 "ValveBiped.face_l_lowerEyeLid" 10
69 "ValveBiped.face_l_upperEyeLid" 10
70 "ValveBiped.face_r_eye" 10
71 "ValveBiped.face_r_upperEyeLid" 10
72 "ValveBiped.face_r_lowerEyeLid" 10
73 "ValveBiped.face_eyeBrows_sdk" 10
74 "ValveBiped.face_jaw" 10
75 "ValveBiped.face_chin" 74
76 "ValveBiped.face_tongue_1" 74
77 "ValveBiped.face_tongue_2" 76
78 "ValveBiped.face_tongue_3" 77
79 "ValveBiped.face_underChin" 74
80 "ValveBiped.face_r_nasalLabialFold" 10
81 "ValveBiped.face_l_nasalLabialFold" 10
82 "ValveBiped.face_l_temple" 10
83 "ValveBiped.face_r_temple" 10
84 "ValveBiped.face_noseMain" 10
85 "ValveBiped.face_l_nostril" 84
86 "ValveBiped.face_r_nostril" 84
87 "ValveBiped.face_skull" 10
88 "ValveBiped.face_l_brow_A" 10
89 "ValveBiped.face_l_brow_B" 10
90 "ValveBiped.face_l_brow_C" 10
91 "ValveBiped.face_r_brow_C" 10
92 "ValveBiped.face_r_brow_B" 10
93 "ValveBiped.face_r_brow_A" 10
94 "ValveBiped.face_l_innerCheek" 10
95 "ValveBiped.face_l_UpperCheek" 10
96 "ValveBiped.face_r_innerCheek" 10
97 "ValveBiped.face_r_UpperCheek" 10
98 "ValveBiped.face_r_lowerLip_atJaw" 10
99 "ValveBiped.face_r_lowerLip_b" 98
100 "ValveBiped.face_r_lowerLip_f" 98
101 "ValveBiped.face_l_lowerLip_atJaw" 10
102 "ValveBiped.face_l_lowerLip_f" 101
103 "ValveBiped.face_l_lowerLip_b" 101
104 "ValveBiped.face_lowerLip_atJaw" 10
105 "ValveBiped.face_lowerLip_f" 104
106 "ValveBiped.face_lowerLip_b" 104
107 "ValveBiped.face_r_lipCorner_atMouth" 10
108 "ValveBiped.face_r_lipCorner_t" 107
109 "ValveBiped.face_r_lipCorner_b" 107
110 "ValveBiped.face_l_lipCorner_atMouth" 10
111 "ValveBiped.face_l_lipCorner_t" 110
112 "ValveBiped.face_l_lipCorner_b" 110
113 "ValveBiped.face_upperLip" 10
114 "ValveBiped.face_upperLip_b" 113
115 "ValveBiped.face_upperLip_f" 113
116 "ValveBiped.face_l_upperLip" 10
117 "ValveBiped.face_l_upperLip_f" 116
118 "ValveBiped.face_l_upperLip_b" 116
119 "ValveBiped.face_r_upperLip" 10
120 "ValveBiped.face_r_upperLip_f" 119
121 "ValveBiped.face_r_upperLip_b" 119
122 "ValveBiped.face_adamsApple" 9
123 "ValveBiped.l_upperarm_twist" 0
124 "ValveBiped.r_upperarm_twist" 0
125 "ValveBiped.l_shoulder_joint" 0
126 "ValveBiped.r_shoulder_joint" 0
end
skeleton
time 0
0 0.000000 -0.000000 0.962432 0.000000 0.000000 -1.570795
1 0.000000 0.000000 0.000000 -0.021273 -1.570796 -1.549522
2 -0.962432 0.000000 -0.000001 1.115935 -1.570451 2.025658
3 0.000000 0.000000 -0.000000 0.000000 -0.000000 0.000000
4 0.058822 -0.019876 0.000000 1.115934 -1.569761 2.025658
5 -0.000000 -0.000000 0.000000 -1.570903 -1.570796 -1.570691
6 0.116583 -0.000093 0.000000 -0.000000 -0.000000 0.000000
7 0.116583 -0.000093 0.000000 -0.000000 -0.000000 0.000000
8 0.116583 -0.000093 0.000000 -0.000000 -0.000000 0.000000
9 0.123849 -0.018681 -0.000000 -0.000000 -0.000001 0.182813
10 0.074050 0.006895 0.000000 -0.000000 0.000000 -0.130540
11 -0.000000 0.000000 0.086709 -3.141027 -0.054466 -3.061052
12 0.000000 -0.000000 -0.086709 3.141030 0.054469 -3.061052
13 0.433544 0.000000 -0.000000 -0.000000 -0.000000 -0.000977
14 0.433544 0.000000 -0.000000 -0.000000 0.000000 -0.000977
15 0.431013 -0.000000 0.000000 -0.228499 -0.054245 0.081667
16 0.431012 0.000000 -0.000000 0.228499 0.054245 0.081667
17 0.095216 0.128370 -0.001270 0.000000 0.000000 1.570796
18 0.095216 0.128370 0.001270 -0.000000 -0.000000 1.570796
19 -0.037603 0.016762 0.036248 -0.944282 -1.403160 -2.387640
20 -0.037604 0.016762 -0.036248 0.944258 1.403164 -2.387663
21 0.158107 0.000000 0.000000 -0.036490 0.659105 -0.304214
22 0.158106 0.000000 -0.000000 0.036490 -0.659105 -0.304214
23 0.260127 0.000000 0.000000 -0.000000 0.000000 -0.148916
24 0.260127 -0.000000 -0.000000 0.000000 -0.000000 -0.148916
25 0.248671 0.000000 0.000000 -1.880375 -0.019397 0.169870
26 0.248671 -0.000000 -0.000000 1.880375 0.019397 0.169870
27 0.023226 0.003893 -0.032915 1.160342 0.687200 0.420147
28 0.023227 0.003893 0.032915 -1.160342 -0.687200 0.420147
29 0.039321 -0.000000 0.000000 -0.000000 0.000000 0.211794
30 0.039320 0.000000 0.000000 0.000000 -0.000000 0.211794
31 0.032834 0.000000 -0.000000 0.000000 -0.000000 0.016612
32 0.032834 -0.000000 -0.000000 -0.000000 0.000000 0.016612
33 0.100190 -0.000452 -0.034206 -0.000819 0.235556 -0.000191
34 0.100190 -0.000452 0.034206 0.000819 -0.235556 -0.000191
35 0.032939 0.000000 0.000000 -0.000000 -0.000000 0.085070
36 0.032939 -0.000000 -0.000000 0.000000 0.000000 0.085070
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39 0.104151 0.000470 -0.009029 -0.153563 0.054423 0.031572
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42 0.037698 -0.000000 0.000000 0.000000 0.000000 0.026297
43 0.027258 0.000000 0.000000 0.000000 -0.000000 0.043986
44 0.027257 0.000000 0.000000 0.000000 -0.000000 0.043985
45 0.098267 0.005354 0.016013 -0.231834 -0.118925 0.053755
46 0.098267 0.005354 -0.016013 0.231834 0.118925 0.053755
47 0.037458 0.000000 0.000000 -0.000000 -0.000000 0.048243
48 0.037458 0.000000 0.000000 0.000000 -0.000000 0.048243
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50 0.026390 0.000000 0.000000 -0.000000 0.000000 -0.007270
51 0.089976 0.012264 0.036594 -0.216471 -0.261607 0.166656
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81 0.057453 0.092377 0.029416 3.083818 -1.570796 0.004705
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96 0.085796 0.099080 -0.017472 3.083818 -1.570796 0.004705
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126 0.000000 0.000000 0.000000 0.000000 -0.000000 0.000000
end
Last edited by shakotay2 on Mon Dec 02, 2013 8:44 am, edited 2 times in total.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
-
- mega-veteran
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- Joined: Fri Aug 30, 2013 5:39 am
- Has thanked: 57 times
- Been thanked: 20 times
Re: [Request] Sleeping Dogs Model Files
No, it doesn't. That's what I was saying, unless you have the original skeleton there's going to be some missing/misplaced bones, like those 50 face bones. Only thing I changed was the position of the arm and fingers so they fit the mesh.shakotay2 wrote:Does the imported skeleton have the same bone count? Means are there bones to add or to delete?
Well, I don't really see any issues with parenting, but it's still rather borked. Still, that's pretty awesome you got the all the bones already.
And by the way, you can find complete documentation on the .SMD format here.
- shakotay2
- MEGAVETERAN
- Posts: 4291
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Re: [Request] Sleeping Dogs Model Files
Which version it is? Yours or the SMD I posted?SergeantJoe wrote:Well, I don't really see any issues with parenting, but it's still rather borked.
Thx, I used it already for the building of the said SMD.And by the way, you can find complete documentation on the .SMD format here.
Which importer do you use? This one?
Based on a nonworking script copyright (c) 2005 Michael Fuller |
# | http://www.3D2Toy.com |
# | [email protected] |
# | June 30, 2005 |
# | Revised to Blender 2.42 standards and made functional by Eric Finley (Hellequin), 2007
Because even my last SMD version with euler angles doesn't look as good as yours.
Last edited by shakotay2 on Mon Dec 02, 2013 8:38 am, edited 3 times in total.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: [Request] Sleeping Dogs Model Files
That one certainly is better, but it's still skewed.
Also, that's another problem. I use Blender 2.66 with BlenderSourceTools, so there might be some compatibility issues there.
Also, that's another problem. I use Blender 2.66 with BlenderSourceTools, so there might be some compatibility issues there.
- shakotay2
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Re: [Request] Sleeping Dogs Model Files
I released a new version (see 4 posts above).SergeantJoe wrote:That one certainly is better, but it's still skewed.
Unbelieveable - finally I managed a hkx to SMD conversion.
You do not have the required permissions to view the files attached to this post.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: [Request] Sleeping Dogs Model Files
Well, that was quick, not mention simply amazing. You truly are a talented fellow.
Wait, hold on, I'm confused. How does this system work? Is there one master skeleton for all models and each .perm.bin assigns the weights to it, or does each model have it's own skeleton?
Reason I ask is that Jackie has a lot of extra face bones that the generic thugs don't have.
Wait, hold on, I'm confused. How does this system work? Is there one master skeleton for all models and each .perm.bin assigns the weights to it, or does each model have it's own skeleton?
Reason I ask is that Jackie has a lot of extra face bones that the generic thugs don't have.
Last edited by SergeantJoe on Mon Dec 02, 2013 9:39 am, edited 2 times in total.
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Re: [Request] Sleeping Dogs Model Files
Well, after your tip with the SMD it was just a simple conversion. (Talented people would understand the QuarternionToEuler formula in depth. )SergeantJoe wrote:Well, that was quick, not mention simply amazing. You truly are a talented fellow.
You will have to find out this for yourself, I fear. Have a look at CharacterRigs.bin and tell me which chars skeletons you need.How does this system work? Is there one master skeleton for all models and each .perm.bin assigns the weights to it, or does each model have it's own skeleton?
Reason I ask is that Jackie has a lot of extra face bones that the generic thugs don't have.
(Where "Wei head" is a complete char afair.)
Amanda.smd
Code: Select all
version 1
nodes
0 "ValveBiped.Bip01" -1
1 "ValveBiped.Bip01_Pelvis" 0
2 "ValveBiped.Direction" 1
3 "ValveBiped.Sync01" 2
4 "ValveBiped.Balance" 1
5 "ValveBiped.Bip01_Spine" 4
6 "ValveBiped.Bip01_Spine1" 5
7 "ValveBiped.Bip01_Spine2" 6
8 "ValveBiped.Bip01_Spine3" 7
9 "ValveBiped.Bip01_Neck" 8
10 "ValveBiped.Bip01_Head" 9
11 "ValveBiped.Bip01_L_Thigh" 1
12 "ValveBiped.Bip01_R_Thigh" 1
13 "ValveBiped.Bip01_L_Calf" 11
14 "ValveBiped.Bip01_R_Calf" 12
15 "ValveBiped.Bip01_L_Foot" 13
16 "ValveBiped.Bip01_R_Foot" 14
17 "ValveBiped.Bip01_L_Toe0" 15
18 "ValveBiped.Bip01_R_Toe0" 16
19 "ValveBiped.Bip01_L_Clavicle" 9
20 "ValveBiped.Bip01_R_Clavicle" 9
21 "ValveBiped.Bip01_L_UpperArm" 19
22 "ValveBiped.Bip01_R_UpperArm" 20
23 "ValveBiped.Bip01_L_Forearm" 21
24 "ValveBiped.Bip01_R_Forearm" 22
25 "ValveBiped.Bip01_L_Hand" 23
26 "ValveBiped.Bip01_R_Hand" 24
27 "ValveBiped.Bip01_L_Finger0" 25
28 "ValveBiped.Bip01_R_Finger0" 26
29 "ValveBiped.Bip01_L_Finger01" 27
30 "ValveBiped.Bip01_R_Finger01" 28
31 "ValveBiped.Bip01_L_Finger02" 29
32 "ValveBiped.Bip01_R_Finger02" 30
33 "ValveBiped.Bip01_L_Finger1" 25
34 "ValveBiped.Bip01_R_Finger1" 26
35 "ValveBiped.Bip01_L_Finger11" 33
36 "ValveBiped.Bip01_R_Finger11" 34
37 "ValveBiped.Bip01_L_Finger12" 35
38 "ValveBiped.Bip01_R_Finger12" 36
39 "ValveBiped.Bip01_L_Finger2" 25
40 "ValveBiped.Bip01_R_Finger2" 26
41 "ValveBiped.Bip01_L_Finger21" 39
42 "ValveBiped.Bip01_R_Finger21" 40
43 "ValveBiped.Bip01_L_Finger22" 41
44 "ValveBiped.Bip01_R_Finger22" 42
45 "ValveBiped.Bip01_L_Finger3" 25
46 "ValveBiped.Bip01_R_Finger3" 26
47 "ValveBiped.Bip01_L_Finger31" 45
48 "ValveBiped.Bip01_R_Finger31" 46
49 "ValveBiped.Bip01_L_Finger32" 47
50 "ValveBiped.Bip01_R_Finger32" 48
51 "ValveBiped.Bip01_L_Finger4" 25
52 "ValveBiped.Bip01_R_Finger4" 26
53 "ValveBiped.Bip01_L_Finger41" 51
54 "ValveBiped.Bip01_R_Finger41" 52
55 "ValveBiped.Bip01_L_Finger42" 53
56 "ValveBiped.Bip01_R_Finger42" 54
57 "ValveBiped.Bip01_L_ForeTwist" 21
58 "ValveBiped.Bip01_R_ForeTwist" 22
59 "ValveBiped.Bip01 LUpArmTwist" 19
60 "ValveBiped.Bip01 RUpArmTwist" 20
61 "ValveBiped.Bip01_L_Prop" 25
62 "ValveBiped.Bip01_R_Prop" 26
63 "ValveBiped.face_ingame_jaw" 10
64 "ValveBiped.face_ingame_r_upper_lip" 10
65 "ValveBiped.face_ingame_r_lip" 10
66 "ValveBiped.face_ingame_l_lip" 10
67 "ValveBiped.face_ingame_l_upper_lip" 10
68 "ValveBiped.face_ingame_l_upper_eyelid" 10
69 "ValveBiped.face_ingame_l_outer_eyebrow" 10
70 "ValveBiped.face_ingame_l_inner_eyebrow" 10
71 "ValveBiped.face_ingame_r_outer_eyebrow" 10
72 "ValveBiped.face_ingame_r_inner_eyebrow" 10
73 "ValveBiped.face_ingame_r_upper_eyelid" 10
74 "ValveBiped.face_ingame_r_eye" 10
75 "ValveBiped.face_ingame_l_eye" 10
76 "ValveBiped.face_ingame_r_lower_lip" 63
77 "ValveBiped.face_ingame_l_lower_lip" 63
78 "ValveBiped.CameraSync01" 0
79 "ValveBiped.Bip01_L_Hand_Effector" 0
80 "ValveBiped.Bip01_R_Hand_Effector" 0
81 "ValveBiped.l_upperarm_twist" 0
82 "ValveBiped.r_upperarm_twist" 0
83 "ValveBiped.l_shoulder_joint" 0
84 "ValveBiped.r_shoulder_joint" 0
end
skeleton
time 0
0 0.000000 -0.000000 0.998452 0.000000 -0.000000 -1.570795
1 0.000000 0.000000 0.000000 -0.021273 -1.570796 -1.549522
2 -0.998452 0.000000 -0.000001 1.115935 -1.570451 2.025658
3 0.000000 0.000000 -0.000000 0.000000 -0.000000 0.000000
4 0.061026 -0.020621 0.000000 1.166445 -1.569951 1.975148
5 0.000000 0.000000 0.000000 -1.571009 -1.570796 -1.570585
6 0.120951 -0.000096 0.000000 -0.000000 -0.000000 -0.000000
7 0.120951 -0.000096 0.000000 -0.000000 -0.000000 -0.000000
8 0.120951 -0.000096 0.000000 -0.000000 -0.000000 -0.000000
9 0.128489 -0.019381 -0.000000 -0.000000 -0.000001 0.182813
10 0.077599 0.006855 0.000000 -0.000000 0.000000 -0.130540
11 -0.000000 0.000000 0.089957 -3.141027 -0.054466 -3.061052
12 0.000000 -0.000000 -0.089957 3.141030 0.054469 -3.061052
13 0.449787 0.000000 -0.000000 0.000000 0.000000 -0.000977
14 0.449787 0.000000 -0.000000 -0.000000 -0.000000 -0.000977
15 0.447161 0.000000 -0.000000 -0.228499 -0.054245 0.081667
16 0.447161 0.000000 -0.000000 0.228499 0.054246 0.081667
17 0.098783 0.133179 -0.001318 0.000000 -0.000000 1.570796
18 0.098783 0.133180 0.001318 0.000000 -0.000000 1.570796
19 -0.039012 0.017390 0.037606 -0.944282 -1.403160 -2.387639
20 -0.039012 0.017390 -0.037606 0.944258 1.403165 -2.387663
21 0.164030 0.000000 0.000000 -0.036490 0.659105 -0.304214
22 0.164030 0.000000 0.000000 0.036490 -0.659105 -0.304214
23 0.269872 0.000000 0.000000 -0.000000 -0.000000 -0.148916
24 0.269872 0.000000 0.000000 0.000000 -0.000000 -0.148916
25 0.257988 0.000000 0.000000 -1.880375 -0.019397 0.169870
26 0.257988 0.000000 -0.000000 1.880375 0.019397 0.169870
27 0.024097 0.004039 -0.034148 1.160342 0.687200 0.420147
28 0.024097 0.004039 0.034148 -1.160342 -0.687200 0.420147
29 0.040793 0.000000 0.000000 -0.000000 -0.000000 0.211794
30 0.040794 -0.000000 0.000000 0.000000 -0.000000 0.211794
31 0.034064 -0.000000 0.000000 0.000000 -0.000000 0.016612
32 0.034064 0.000000 -0.000000 -0.000000 0.000000 0.016612
33 0.103943 -0.000469 -0.035487 -0.000819 0.235556 -0.000191
34 0.103943 -0.000468 0.035487 0.000819 -0.235556 -0.000191
35 0.034173 0.000000 -0.000000 -0.000000 -0.000000 0.085069
36 0.034173 0.000000 -0.000000 0.000000 -0.000000 0.085069
37 0.024721 0.000000 0.000000 0.000000 0.000000 0.092737
38 0.024721 -0.000000 -0.000000 -0.000000 -0.000000 0.092737
39 0.108053 0.000488 -0.009367 -0.153563 0.054423 0.031571
40 0.108054 0.000488 0.009367 0.153563 -0.054423 0.031572
41 0.039110 -0.000000 0.000000 -0.000000 -0.000000 0.026296
42 0.039110 0.000000 0.000000 0.000000 -0.000000 0.026296
43 0.028279 -0.000000 0.000000 0.000000 0.000000 0.043986
44 0.028279 0.000000 0.000000 0.000000 -0.000000 0.043986
45 0.101948 0.005554 0.016613 -0.231834 -0.118925 0.053755
46 0.101949 0.005554 -0.016613 0.231834 0.118925 0.053755
47 0.038861 0.000000 -0.000000 -0.000000 0.000000 0.048242
48 0.038861 0.000000 0.000000 -0.000000 0.000000 0.048242
49 0.027379 0.000000 0.000000 0.000000 -0.000000 -0.007270
50 0.027379 0.000000 0.000000 0.000000 -0.000000 -0.007270
51 0.093347 0.012724 0.037965 -0.216471 -0.261607 0.166656
52 0.093347 0.012723 -0.037965 0.216471 0.261607 0.166656
53 0.029316 0.000000 0.000000 -0.000000 -0.000000 0.001411
54 0.029315 0.000000 0.000000 -0.000000 0.000000 0.001411
55 0.020510 -0.000000 -0.000000 0.000000 0.000000 0.077614
56 0.020510 0.000000 0.000000 -0.000000 0.000000 0.077614
57 0.269872 0.000000 0.000000 -0.156721 0.000000 -0.148916
58 0.269873 -0.000000 0.000000 0.156722 -0.000000 -0.148916
59 0.164030 0.000000 0.000000 0.055100 0.659105 -0.304214
60 0.164030 0.000000 0.000000 -0.055100 -0.659105 -0.304214
61 0.000000 -0.000000 0.000000 -0.000000 0.000000 -0.000000
62 0.000000 0.000000 0.000000 -0.000000 0.000000 0.000000
63 0.056289 0.038189 0.000000 3.141592 -0.000001 2.315846
64 0.042051 0.130099 -0.010145 3.004401 -1.569761 1.654919
65 0.034547 0.119311 -0.029236 3.004401 -1.569761 1.654919
66 0.034855 0.119413 0.029000 3.004401 -1.569761 1.654919
67 0.042487 0.130076 0.010000 3.004401 -1.569761 1.654919
68 0.110077 0.119171 0.031871 -0.533632 -1.570796 -1.090232
69 0.125814 0.117931 0.045000 -0.533632 -1.570796 -1.090232
70 0.125325 0.125936 0.013712 -0.533632 -1.570796 -1.090232
71 0.125812 0.117901 -0.044606 -0.659283 -1.570796 -0.964581
72 0.125419 0.126140 -0.014382 -0.533632 -1.570796 -1.090232
73 0.110070 0.119172 -0.029652 -0.533632 -1.570796 -1.090232
74 0.104714 0.096337 -0.030181 -3.141341 -1.569177 1.517475
75 0.104716 0.096389 0.030080 -0.015546 -1.570024 -1.608319
76 0.083468 0.041496 0.009548 0.849986 1.570796 -3.064284
77 0.083603 0.041024 -0.010000 1.738467 1.570451 -2.175804
78 0.000000 0.000000 0.000000 0.000000 -0.000000 0.000000
79 0.000000 0.000000 0.000000 0.000000 -0.000000 0.000000
80 0.000000 0.000000 0.000000 0.000000 -0.000000 0.000000
81 0.000000 0.000000 0.000000 0.000000 -0.000000 0.000000
82 0.000000 0.000000 0.000000 0.000000 -0.000000 0.000000
83 0.000000 0.000000 0.000000 0.000000 -0.000000 0.000000
84 0.000000 0.000000 0.000000 0.000000 -0.000000 0.000000
end
Last edited by shakotay2 on Mon Dec 02, 2013 10:06 am, edited 1 time in total.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: [Request] Sleeping Dogs Model Files
Beautiful! The vertex groups match the skeleton perfectly.
I'll poke around and see what I can find.
EDIT: Oh jeez, every main character has their own skeleton. How about 'PrimaryBasicMale' to start?
Also, can you please leave the bone names intact? That way they will match the original weight group names. I can rename them myself as necessary.
Ahh, okay. CharacterRigs contains all the skeletons, so it's just a matter of pulling out the data into an xml, then converting it to smd?shakotay2 wrote:You will have to find out this for yourself, I fear. Have a look at CharacterRigs.bin and tell me which chars skeletons you need.
(Where "Wei head" is a complete char afair.)
I'll poke around and see what I can find.
EDIT: Oh jeez, every main character has their own skeleton. How about 'PrimaryBasicMale' to start?
Also, can you please leave the bone names intact? That way they will match the original weight group names. I can rename them myself as necessary.
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Re: [Request] Sleeping Dogs Model Files
With some manual editing required, yes.SergeantJoe wrote:Ahh, okay. CharacterRigs contains all the skeletons, so it's just a matter of pulling out the data into an xml, then converting it to smd?
Yep. Wasn't sure about the needs of the SMD importer. So I left "ValveBiped." (You can simply replace it by an empty string in a text editor.)Also, can you please leave the bone names intact? That way they will match the original weight group names. I can rename them myself as necessary.
PrimaryBasicMale
Code: Select all
version 1
nodes
0 "ValveBiped.Bip01" -1
1 "ValveBiped.Bip01 Pelvis" 0
2 "ValveBiped.Direction" 1
3 "ValveBiped.Sync01" 2
4 "ValveBiped.Balance" 1
5 "ValveBiped.Bip01 Spine" 4
6 "ValveBiped.Bip01 Spine1" 5
7 "ValveBiped.Bip01 Spine2" 6
8 "ValveBiped.Bip01 Spine3" 7
9 "ValveBiped.Bip01 Neck" 8
10 "ValveBiped.Bip01 Head" 9
11 "ValveBiped.Bip01 L Thigh" 1
12 "ValveBiped.Bip01 R Thigh" 1
13 "ValveBiped.Bip01 L Calf" 11
14 "ValveBiped.Bip01 R Calf" 12
15 "ValveBiped.Bip01 L Foot" 13
16 "ValveBiped.Bip01 R Foot" 14
17 "ValveBiped.Bip01 L Toe0" 15
18 "ValveBiped.Bip01 R Toe0" 16
19 "ValveBiped.Bip01 L Clavicle" 9
20 "ValveBiped.Bip01 R Clavicle" 9
21 "ValveBiped.Bip01 L UpperArm" 19
22 "ValveBiped.Bip01 R UpperArm" 20
23 "ValveBiped.Bip01 L Forearm" 21
24 "ValveBiped.Bip01 R Forearm" 22
25 "ValveBiped.Bip01 L Hand" 23
26 "ValveBiped.Bip01 R Hand" 24
27 "ValveBiped.Bip01 L Finger0" 25
28 "ValveBiped.Bip01 R Finger0" 26
29 "ValveBiped.Bip01 L Finger01" 27
30 "ValveBiped.Bip01 R Finger01" 28
31 "ValveBiped.Bip01 L Finger02" 29
32 "ValveBiped.Bip01 R Finger02" 30
33 "ValveBiped.Bip01 L Finger1" 25
34 "ValveBiped.Bip01 R Finger1" 26
35 "ValveBiped.Bip01 L Finger11" 33
36 "ValveBiped.Bip01 R Finger11" 34
37 "ValveBiped.Bip01 L Finger12" 35
38 "ValveBiped.Bip01 R Finger12" 36
39 "ValveBiped.Bip01 L Finger2" 25
40 "ValveBiped.Bip01 R Finger2" 26
41 "ValveBiped.Bip01 L Finger21" 39
42 "ValveBiped.Bip01 R Finger21" 40
43 "ValveBiped.Bip01 L Finger22" 41
44 "ValveBiped.Bip01 R Finger22" 42
45 "ValveBiped.Bip01 L Finger3" 25
46 "ValveBiped.Bip01 R Finger3" 26
47 "ValveBiped.Bip01 L Finger31" 45
48 "ValveBiped.Bip01 R Finger31" 46
49 "ValveBiped.Bip01 L Finger32" 47
50 "ValveBiped.Bip01 R Finger32" 48
51 "ValveBiped.Bip01 L Finger4" 25
52 "ValveBiped.Bip01 R Finger4" 26
53 "ValveBiped.Bip01 L Finger41" 51
54 "ValveBiped.Bip01 R Finger41" 52
55 "ValveBiped.Bip01 L Finger42" 53
56 "ValveBiped.Bip01 R Finger42" 54
57 "ValveBiped.Bip01 L ForeTwist" 21
58 "ValveBiped.Bip01 R ForeTwist" 22
59 "ValveBiped.Bip01 LUpArmTwist" 19
60 "ValveBiped.Bip01 RUpArmTwist" 20
61 "ValveBiped.Bip01 L Prop" 25
62 "ValveBiped.Bip01 R Prop" 26
63 "ValveBiped.face_ingame_jaw" 10
64 "ValveBiped.face_ingame_r_upper_lip" 10
65 "ValveBiped.face_ingame_r_lip" 10
66 "ValveBiped.face_ingame_l_lip" 10
67 "ValveBiped.face_ingame_l_upper_lip" 10
68 "ValveBiped.face_ingame_l_upper_eyelid" 10
69 "ValveBiped.face_ingame_l_outer_eyebrow" 10
70 "ValveBiped.face_ingame_l_inner_eyebrow" 10
71 "ValveBiped.face_ingame_r_outer_eyebrow" 10
72 "ValveBiped.face_ingame_r_inner_eyebrow" 10
73 "ValveBiped.face_ingame_r_upper_eyelid" 10
74 "ValveBiped.face_ingame_r_eye" 10
75 "ValveBiped.face_ingame_l_eye" 10
76 "ValveBiped.face_ingame_r_lower_lip" 63
77 "ValveBiped.face_ingame_l_lower_lip" 63
78 "ValveBiped.CameraSync01" 2
79 "ValveBiped.Bip01 L Hand Effector" 25
80 "ValveBiped.Bip01 R Hand Effector" 26
81 "ValveBiped.l_upperarm_twist" 0
82 "ValveBiped.r_upperarm_twist" 0
83 "ValveBiped.l_shoulder_joint" 0
84 "ValveBiped.r_shoulder_joint" 0
end
skeleton
time 0
0 0.000000 -0.000000 1.000106 0.000000 -0.000000 -1.570795
1 0.000000 0.000000 0.000000 -0.021273 -1.570796 -1.549522
2 -1.000106 0.000158 -0.000001 0.000000 -1.570451 0.000000
3 0.000000 0.000000 0.000000 -0.000000 -0.000000 0.000000
4 0.061128 -0.020655 0.000000 -2.063639 -1.569761 -1.077949
5 -0.000000 0.000000 -0.000000 -1.572714 -1.570796 -1.568883
6 0.121151 -0.000097 0.000000 -0.000000 -0.000000 0.000000
7 0.121151 -0.000096 0.000000 -0.000000 -0.000000 0.000000
8 0.121151 -0.000096 0.000000 -0.000000 -0.000000 0.000000
9 0.128702 -0.019413 -0.000000 -0.000000 -0.000001 0.182813
10 0.077535 0.006895 0.000000 -0.000000 0.000000 -0.130540
11 -0.000000 0.000000 0.090107 -3.141027 -0.054466 -3.061052
12 0.000000 -0.000000 -0.090107 3.141030 0.054469 -3.061052
13 0.450533 0.000000 0.000000 0.000000 0.000000 -0.000977
14 0.450533 -0.000000 0.000000 -0.000000 0.000000 -0.000977
15 0.447902 0.000000 -0.000000 -0.228499 -0.054245 0.081667
16 0.447902 0.000000 0.000000 0.228499 0.054246 0.081667
17 0.098947 0.133400 -0.001520 0.000000 0.000000 1.570796
18 0.098947 0.133400 0.001520 0.000000 -0.000000 1.570796
19 -0.039077 0.017418 0.037668 -0.944282 -1.403160 -2.387640
20 -0.039077 0.017419 -0.037668 0.944258 1.403164 -2.387663
21 0.164302 0.000000 -0.000000 -0.036490 0.659105 -0.304214
22 0.164302 -0.000000 0.000000 0.036490 -0.659105 -0.304214
23 0.270320 0.000000 0.000000 -0.000000 -0.000000 -0.148916
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25 0.258416 -0.000000 0.000000 -1.880375 -0.019397 0.169870
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63 0.066071 0.031861 -0.000000 3.141592 -0.000001 2.315846
64 0.039590 0.117704 -0.012443 3.004401 -1.569761 1.654919
65 0.032684 0.104028 -0.024607 3.004401 -1.569761 1.654919
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74 0.105064 0.088901 -0.029925 -3.141383 -1.569214 1.517517
75 0.105067 0.088954 0.028735 -0.004316 -1.570024 -1.619549
76 0.087429 0.028968 0.011846 0.677796 1.570451 3.046711
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end
I'm off now for the rest of the day...
Last edited by shakotay2 on Mon Dec 02, 2013 10:29 am, edited 1 time in total.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
-
- mega-veteran
- Posts: 242
- Joined: Fri Aug 30, 2013 5:39 am
- Has thanked: 57 times
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Re: [Request] Sleeping Dogs Model Files
Well, the female models have different arm positions than male models.
Anyhow, that'll work. Thanks!
Anyhow, that'll work. Thanks!
-
- mega-veteran
- Posts: 242
- Joined: Fri Aug 30, 2013 5:39 am
- Has thanked: 57 times
- Been thanked: 20 times
Re: [Request] Sleeping Dogs Model Files
Hm, there seem to be multiple weighting errors with the police models. However, that's an issue with the Blender script, and in any case I'm sure I can fix the weights manually.
Anyway, right now the important ones are the thugs.
There are four types of enemies in this game: Brawler, Grappler, Quick, and Striker. The Brawler and Quick skeletons are plainly labeled in CharacterRigs, but the other two seem to be elsewhere.
There's also the possibility they share skeletons. After all, their reference meshes aren't that different. Could you please get the Brawler and Quick ones? Once I figure this out there shouldn't be any more skeletons necessary.
Anyway, right now the important ones are the thugs.
There are four types of enemies in this game: Brawler, Grappler, Quick, and Striker. The Brawler and Quick skeletons are plainly labeled in CharacterRigs, but the other two seem to be elsewhere.
There's also the possibility they share skeletons. After all, their reference meshes aren't that different. Could you please get the Brawler and Quick ones? Once I figure this out there shouldn't be any more skeletons necessary.
Last edited by SergeantJoe on Tue Dec 03, 2013 10:52 pm, edited 1 time in total.
- shakotay2
- MEGAVETERAN
- Posts: 4291
- Joined: Fri Apr 20, 2012 9:24 am
- Location: Nexus, searching for Jim Kirk
- Has thanked: 1150 times
- Been thanked: 2243 times
Re: [Request] Sleeping Dogs Model Files
Brawler:
Quick:
Code: Select all
version 1
nodes
0 "Bip01" -1
1 "Bip01 Pelvis" 0
2 "Direction" 1
3 "Sync01" 2
4 "Balance" 1
5 "Bip01 Spine" 4
6 "Bip01 Spine1" 5
7 "Bip01 Spine2" 6
8 "Bip01 Spine3" 7
9 "Bip01 Neck" 8
10 "Bip01 Head" 9
11 "Bip01 L Thigh" 1
12 "Bip01 R Thigh" 1
13 "Bip01 L Calf" 11
14 "Bip01 R Calf" 12
15 "Bip01 L Foot" 13
16 "Bip01 R Foot" 14
17 "Bip01 L Toe0" 15
18 "Bip01 R Toe0" 16
19 "Bip01 L Clavicle" 9
20 "Bip01 R Clavicle" 9
21 "Bip01 L UpperArm" 19
22 "Bip01 R UpperArm" 20
23 "Bip01 L Forearm" 21
24 "Bip01 R Forearm" 22
25 "Bip01 L Hand" 23
26 "Bip01 R Hand" 24
27 "Bip01 L Finger0" 25
28 "Bip01 R Finger0" 26
29 "Bip01 L Finger01" 27
30 "Bip01 R Finger01" 28
31 "Bip01 L Finger02" 29
32 "Bip01 R Finger02" 30
33 "Bip01 L Finger1" 25
34 "Bip01 R Finger1" 26
35 "Bip01 L Finger11" 33
36 "Bip01 R Finger11" 34
37 "Bip01 L Finger12" 35
38 "Bip01 R Finger12" 36
39 "Bip01 L Finger2" 25
40 "Bip01 R Finger2" 26
41 "Bip01 L Finger21" 39
42 "Bip01 R Finger21" 40
43 "Bip01 L Finger22" 41
44 "Bip01 R Finger22" 42
45 "Bip01 L Finger3" 25
46 "Bip01 R Finger3" 26
47 "Bip01 L Finger31" 45
48 "Bip01 R Finger31" 46
49 "Bip01 L Finger32" 47
50 "Bip01 R Finger32" 48
51 "Bip01 L Finger4" 25
52 "Bip01 R Finger4" 26
53 "Bip01 L Finger41" 51
54 "Bip01 R Finger41" 52
55 "Bip01 L Finger42" 53
56 "Bip01 R Finger42" 54
57 "Bip01 L ForeTwist" 21
58 "Bip01 R ForeTwist" 22
59 "Bip01 LUpArmTwist" 19
60 "Bip01 RUpArmTwist" 20
61 "Bip01 L Prop" 25
62 "Bip01 R Prop" 26
63 "face_ingame_jaw" 10
64 "face_ingame_r_upper_lip" 10
65 "face_ingame_r_lip" 10
66 "face_ingame_l_lip" 10
67 "face_ingame_l_upper_lip" 10
68 "face_ingame_l_upper_eyelid" 10
69 "face_ingame_l_outer_eyebrow" 10
70 "face_ingame_l_inner_eyebrow" 10
71 "face_ingame_r_outer_eyebrow" 10
72 "face_ingame_r_inner_eyebrow" 10
73 "face_ingame_r_upper_eyelid" 10
74 "face_ingame_r_eye" 10
75 "face_ingame_l_eye" 10
76 "face_ingame_r_lower_lip" 63
77 "face_ingame_l_lower_lip" 63
78 "CameraSync01" 0
79 "Bip01 L Hand Effector" 0
80 "Bip01 R Hand Effector" 0
81 "l_upperarm_twist" 0
82 "r_upperarm_twist" 0
83 "l_shoulder_joint" 0
84 "r_shoulder_joint" 0
end
skeleton
time 0
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1 0.000000 0.000000 0.000000 -0.021273 -1.570796 -1.549522
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4 0.061026 -0.020621 0.000000 1.115934 -1.569761 2.025658
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18 0.098783 0.133180 0.001318 0.000000 -0.000000 1.570796
19 -0.039012 0.017390 0.037606 -0.944282 -1.403160 -2.387639
20 -0.039012 0.017390 -0.037606 0.944258 1.403165 -2.387663
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24 0.269873 0.000000 0.000000 0.000000 -0.000000 -0.148916
25 0.257988 0.000000 0.000000 -1.880375 -0.019397 0.169870
26 0.257988 0.000000 -0.000000 1.880375 0.019397 0.169870
27 0.024097 0.004039 -0.034148 1.160342 0.687200 0.420147
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51 0.093347 0.012724 0.037965 -0.216471 -0.261607 0.166656
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53 0.029316 0.000000 -0.000000 -0.000000 -0.000000 0.001411
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55 0.020510 -0.000000 -0.000000 0.000000 0.000000 0.077614
56 0.020510 0.000000 0.000000 -0.000000 -0.000000 0.077614
57 0.269872 0.000000 0.000000 -0.156721 0.000000 -0.148916
58 0.269872 0.000000 0.000000 0.156722 -0.000000 -0.148916
59 0.164030 0.000000 0.000000 0.055100 0.659105 -0.304214
60 0.164030 0.000000 0.000000 -0.055100 -0.659105 -0.304214
61 -0.000000 -0.000000 -0.000000 -0.000000 0.000000 -0.000000
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63 0.047304 0.043625 0.000000 3.141592 -0.000001 2.315846
64 0.036751 0.111929 -0.009477 3.004401 -1.569761 1.654919
65 0.032480 0.102163 -0.023402 3.004401 -1.569761 1.654919
66 0.032482 0.102158 0.023256 3.004401 -1.569761 1.654919
67 0.036752 0.111929 0.008951 3.004401 -1.569761 1.654919
68 0.105850 0.102149 0.031216 -0.523877 -1.570796 -1.099988
69 0.127614 0.087155 0.044827 -0.523877 -1.570796 -1.099988
70 0.126146 0.105804 0.013712 -0.523877 -1.570796 -1.099988
71 0.127614 0.087155 -0.045484 -0.659283 -1.570796 -0.964581
72 0.126240 0.106008 -0.014382 -0.523877 -1.570796 -1.099988
73 0.105850 0.102149 -0.027988 -0.523877 -1.570796 -1.099988
74 0.099929 0.081067 -0.028751 -3.141590 -1.483529 1.517725
75 0.099929 0.081067 0.028556 -0.000002 -1.483529 -1.623863
76 0.062223 0.033175 0.010326 0.849986 1.570796 -3.064284
77 0.062217 0.033175 -0.010183 1.712157 1.570451 -2.202114
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83 0.000000 0.000000 0.000000 0.000000 -0.000000 0.000000
84 0.000000 0.000000 0.000000 0.000000 -0.000000 0.000000
end
Code: Select all
version 1
nodes
0 "Bip01" -1
1 "Bip01 Pelvis" 0
2 "Direction" 1
3 "Sync01" 2
4 "Balance" 1
5 "Bip01 Spine" 4
6 "Bip01 Spine1" 5
7 "Bip01 Spine2" 6
8 "Bip01 Spine3" 7
9 "Bip01 Neck" 8
10 "Bip01 Head" 9
11 "Bip01 L Thigh" 1
12 "Bip01 R Thigh" 1
13 "Bip01 L Calf" 11
14 "Bip01 R Calf" 12
15 "Bip01 L Foot" 13
16 "Bip01 R Foot" 14
17 "Bip01 L Toe0" 15
18 "Bip01 R Toe0" 16
19 "Bip01 L Clavicle" 9
20 "Bip01 R Clavicle" 9
21 "Bip01 L UpperArm" 19
22 "Bip01 R UpperArm" 20
23 "Bip01 L Forearm" 21
24 "Bip01 R Forearm" 22
25 "Bip01 L Hand" 23
26 "Bip01 R Hand" 24
27 "Bip01 L Finger0" 25
28 "Bip01 R Finger0" 26
29 "Bip01 L Finger01" 27
30 "Bip01 R Finger01" 28
31 "Bip01 L Finger02" 29
32 "Bip01 R Finger02" 30
33 "Bip01 L Finger1" 25
34 "Bip01 R Finger1" 26
35 "Bip01 L Finger11" 33
36 "Bip01 R Finger11" 34
37 "Bip01 L Finger12" 35
38 "Bip01 R Finger12" 36
39 "Bip01 L Finger2" 25
40 "Bip01 R Finger2" 26
41 "Bip01 L Finger21" 39
42 "Bip01 R Finger21" 40
43 "Bip01 L Finger22" 41
44 "Bip01 R Finger22" 42
45 "Bip01 L Finger3" 25
46 "Bip01 R Finger3" 26
47 "Bip01 L Finger31" 45
48 "Bip01 R Finger31" 46
49 "Bip01 L Finger32" 47
50 "Bip01 R Finger32" 48
51 "Bip01 L Finger4" 25
52 "Bip01 R Finger4" 26
53 "Bip01 L Finger41" 51
54 "Bip01 R Finger41" 52
55 "Bip01 L Finger42" 53
56 "Bip01 R Finger42" 54
57 "Bip01 L ForeTwist" 21
58 "Bip01 R ForeTwist" 22
59 "Bip01 LUpArmTwist" 19
60 "Bip01 RUpArmTwist" 20
61 "Bip01 L Prop" 25
62 "Bip01 R Prop" 26
63 "face_ingame_jaw" 10
64 "face_ingame_r_upper_lip" 10
65 "face_ingame_r_lip" 10
66 "face_ingame_l_lip" 10
67 "face_ingame_l_upper_lip" 10
68 "face_ingame_l_upper_eyelid" 10
69 "face_ingame_l_outer_eyebrow" 10
70 "face_ingame_l_inner_eyebrow" 10
71 "face_ingame_r_outer_eyebrow" 10
72 "face_ingame_r_inner_eyebrow" 10
73 "face_ingame_r_upper_eyelid" 10
74 "face_ingame_r_eye" 10
75 "face_ingame_l_eye" 10
76 "face_ingame_r_lower_lip" 63
77 "face_ingame_l_lower_lip" 63
78 "CameraSync01" 0
79 "Bip01 L Hand Effector" 0
80 "Bip01 R Hand Effector" 0
81 "l_upperarm_twist" 0
82 "r_upperarm_twist" 0
83 "l_shoulder_joint" 0
84 "r_shoulder_joint" 0
end
skeleton
time 0
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18 0.098783 0.133180 0.001318 0.000000 -0.000000 1.570796
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38 0.024721 0.000000 0.000000 -0.000000 -0.000000 0.092737
39 0.108053 0.000488 -0.009367 -0.153563 0.054423 0.031571
40 0.108054 0.000488 0.009367 0.153563 -0.054423 0.031572
41 0.039110 -0.000000 -0.000000 0.000000 0.000000 0.026297
42 0.039110 0.000000 0.000000 0.000000 -0.000000 0.026297
43 0.028279 0.000000 0.000000 0.000000 -0.000000 0.043986
44 0.028279 0.000000 0.000000 -0.000000 0.000000 0.043985
45 0.101948 0.005554 0.016613 -0.231834 -0.118925 0.053755
46 0.101949 0.005554 -0.016613 0.231834 0.118925 0.053755
47 0.038861 0.000000 -0.000000 -0.000000 0.000000 0.048243
48 0.038861 0.000000 -0.000000 -0.000000 0.000000 0.048243
49 0.027379 0.000000 -0.000000 -0.000000 -0.000000 -0.007270
50 0.027379 -0.000000 0.000000 0.000000 0.000000 -0.007270
51 0.093347 0.012723 0.037965 -0.216471 -0.261607 0.166656
52 0.093347 0.012723 -0.037965 0.216471 0.261607 0.166656
53 0.029315 -0.000000 -0.000000 -0.000000 0.000000 0.001410
54 0.029315 0.000000 0.000000 0.000000 0.000000 0.001410
55 0.020509 0.000000 0.000000 0.000000 0.000000 0.077613
56 0.020510 0.000000 -0.000000 0.000000 -0.000000 0.077613
57 0.269872 -0.000000 0.000000 -0.156722 0.000000 -0.148916
58 0.269872 -0.000000 0.000000 0.156722 -0.000000 -0.148916
59 0.164030 -0.000000 0.000000 0.055100 0.659105 -0.304214
60 0.164030 -0.000000 0.000000 -0.055100 -0.659105 -0.304214
61 0.000000 0.000000 -0.000000 -0.000000 0.000000 -0.000000
62 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
63 0.037457 0.082022 0.047731 3.100353 -1.570796 -0.011830
64 0.037457 0.082022 -0.047730 3.100353 -1.570796 -0.011830
65 0.074343 0.005422 -0.075198 3.100353 -1.570796 -0.011830
66 0.074343 0.005422 0.075198 3.100353 -1.570796 -0.011830
67 0.103712 0.080418 0.030487 3.100353 -1.570796 -0.011830
68 0.103712 0.080418 0.030487 3.100353 -1.570796 -0.011830
69 0.103712 0.080418 0.030487 3.100353 -1.570796 -0.011830
70 0.103712 0.080418 -0.030486 3.100353 -1.570796 -0.011830
71 0.103712 0.080418 -0.030486 3.100353 -1.570796 -0.011830
72 0.103712 0.080418 -0.030486 3.100353 -1.570796 -0.011830
73 0.122795 0.098470 0.000001 3.100353 -1.570796 -0.011830
74 0.050665 0.032370 0.000000 3.100353 -1.570796 -0.011830
75 0.000000 -0.077522 -0.048596 -0.000000 -0.000000 0.000000
76 0.000000 -0.018994 -0.022559 -0.000000 -0.000000 0.000000
77 -0.000000 -0.016413 0.001120 0.000000 0.000000 0.000000
78 0.000000 -0.018308 -0.002002 0.000000 0.000000 0.000000
79 0.000000 -0.047978 -0.062829 -0.000000 -0.000000 0.000000
80 0.052900 0.104554 -0.026496 3.100353 -1.570796 -0.011830
81 0.052900 0.104554 0.026497 3.100353 -1.570796 -0.011830
82 0.106481 0.061957 0.063238 3.100353 -1.570796 -0.011830
83 0.106481 0.061957 -0.063238 3.100353 -1.570796 -0.011830
84 0.080949 0.108221 0.000000 3.100353 -1.570796 -0.011830
end
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: [Request] Sleeping Dogs Model Files
Whew, after nearly six hours of messing about I finally managed to adjust the skeleton to fit the mesh and the ValveBiped. I can just use this one for now on, no more skeletons necessary.
Say, now that hkx to smd is now possible, are animations still that big of a stretch? I don't want to be greedy, but if we had those we wouldn't even need to spend all this time and effort to line up the bones, we could just replace them with ones tailored specifically for the original skeleton.
Plus this game has the best melee animations I've ever seen, they'd be an excellent asset for movie-making and such.
Say, now that hkx to smd is now possible, are animations still that big of a stretch? I don't want to be greedy, but if we had those we wouldn't even need to spend all this time and effort to line up the bones, we could just replace them with ones tailored specifically for the original skeleton.
Plus this game has the best melee animations I've ever seen, they'd be an excellent asset for movie-making and such.