So I figured I wasn't going to worry about editing the death animations.

But then I had an idea. A really silly idea. And then I found the tools that will allow me to execute that really silly idea.

This is me testing just how easy it'll be to execute that really silly idea.

Ripping and importing animations from GoldenEye to 3dsMax is easy!

Porting animations from GoldenEye's skeleton to Half-Life's skeleton is DEFINITELY NOT.

This is just a glimpse of what I'm dealing with. GoldenEye's 16-bone rig VS Half-Life's 42-bone rig. I've singled out the bones in the HL rig that match up best with the GE rig, but I don't know if I'll ever be able to match that power stance.

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What this doesn't get across is that the bones on each rig are oriented differently to each other, and the amount of difference varies wildly.

Like, one GE bone might require each axis to be cycled. So GE's X axis matches HL's Y axis, GE's Y matches HL's Z, etc.

Another GE bone might match the X axis on a HL bone, but Y and Z will be swapped, and Z will need its values inverted.

Basically rules are fake and none of this is worth the end goal (Goldeneye anims in HL), but I'm GONNA DO IT ANYWAY

@Lollie It looks like you've finally found an animation process that's even fussier than you, goodspeed my beeper.

@kerplunk It's really good and painless and *definitely* not overkill

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