Gen.Kenobi, on 16 January 2012 - 02:09 PM, said:
I don't know. I'm not very confortable messing around the skeletons.xml file

(Still need to figure out what to do.) Any help would be really appreciated.

It is hard for me to give you instructions because I don't know enough about blender to see what your seeing. I guess I could install it and try my theories myself, but I'm a total noob with the software. It would be worth a start though perhaps. Could you point me to a download of the same verion of the software you are using?
Also, here this might be worth take a look at. This is the basic structure of the dude:
http://trac.wildfire...nDocument#Tools
The portion of
the file you would be looking at is:
1 <skeletons>
2 <standard_skeleton title="Standard biped" id="biped">
3 <bone name="root">
4 <bone name="pelvis">
5 <bone name="spine">
6 <bone name="spine1">
7 <bone name="neck">
8 <bone name="head">
9 <bone name="DUMMY_headnub"/> <!-- kept for binary compatibility with PSA files -->
10 <bone name="l_clavicle">
11 <bone name="l_upperarm">
12 <bone name="l_forearm">
13 <bone name="l_hand">
14 <bone name="DUMMY_l_finger0">
15 <bone name="DUMMY_l_finger0nub"/>
16 </bone>
17 </bone>
18 </bone>
19 </bone>
20 </bone>
21 <bone name="r_clavicle">
22 <bone name="r_upperarm">
23 <bone name="r_forearm">
24 <bone name="r_hand">
25 <bone name="DUMMY_r_finger0">
26 <bone name="DUMMY_r_finger0nub"/>
27 </bone>
28 </bone>
29 </bone>
30 </bone>
31 </bone>
32 </bone>
33 </bone>
34 </bone>
35 <bone name="l_thigh">
36 <bone name="l_calf">
37 <bone name="l_foot">
38 <bone name="DUMMY_l_toe0">
39 <bone name="DUMMY_l_toe0nub"/>
40 </bone>
41 </bone>
42 </bone>
43 </bone>
44 <bone name="r_thigh">
45 <bone name="r_calf">
46 <bone name="r_foot">
47 <bone name="DUMMY_r_toe0">
48 <bone name="DUMMY_r_toe0nub"/>
49 </bone>
50 </bone>
51 </bone>
52 </bone>
53 </bone>
54 </bone>
55 </bone>
56 </standard_skeleton>
57
58 <!--
59
60 The <skeleton>s must specify all the bones that may influence vertexes of
61 skinned meshes. The <bone name> is the name of the bone in the relevant
62 modelling/animation program. The <identifier> name is used to determine
63 whether this <skeleton> applies to the data found in a given model file.
64
65 <target> must be the name of a bone in the standard_skeleton identified by
66 <skeleton target>.
67
68 The hierarchy of bones is mostly irrelevant (though it makes sense to match
69 the structure used by the modelling program) - the only effect is that
70 the default <target> (i.e. when none is specified for a given bone) is
71 inherited from the parent node in this hierarchy.
72
73 -->
74
75 <skeleton title="3ds Max biped" target="biped">
76 <identifier>
77 <root>Bip01</root>
78 </identifier>
79
80 <bone name="Bip01">
81 <target>root</target>
82
83 <bone name="Bip01_Pelvis">
84 <target>pelvis</target>
85
86 <bone name="Bip01_Spine">
87 <target>spine</target>
88
89 <bone name="Bip01_Spine1">
90 <target>spine1</target>
91
92 <bone name="Bip01_Neck">
93 <target>neck</target>
94
95 <bone name="Bip01_Head">
96 <target>head</target>
97
98 <bone name="Bip01_HeadNub"/>
99
100 <bone name="Bip01_L_Clavicle">
101 <target>l_clavicle</target>
102
103 <bone name="Bip01_L_UpperArm">
104 <target>l_upperarm</target>
105
106 <bone name="Bip01_L_Forearm">
107 <target>l_forearm</target>
108
109 <bone name="Bip01_L_Hand">
110 <target>l_hand</target>
111
112 <bone name="Bip01_L_Finger0">
113
114 <bone name="Bip01_L_Finger0Nub"/>
115
116 </bone>
117 </bone>
118 </bone>
119 </bone>
120 </bone>
121
122 <bone name="Bip01_R_Clavicle">
123 <target>r_clavicle</target>
124
125 <bone name="Bip01_R_UpperArm">
126 <target>r_upperarm</target>
127
128 <bone name="Bip01_R_Forearm">
129 <target>r_forearm</target>
130
131 <bone name="Bip01_R_Hand">
132 <target>r_hand</target>
133
134 <bone name="Bip01_R_Finger0">
135
136 <bone name="Bip01_R_Finger0Nub"/>
137
138 </bone>
139 </bone>
140 </bone>
141 </bone>
142 </bone>
143 </bone>
144 </bone>
145 </bone>
146
147 <bone name="Bip01_L_Thigh">
148 <target>l_thigh</target>
149
150 <bone name="Bip01_L_Calf">
151 <target>l_calf</target>
152
153 <bone name="Bip01_L_Foot">
154 <target>l_foot</target>
155
156 <bone name="Bip01_L_Toe0">
157
158 <bone name="Bip01_L_Toe0Nub"/>
159
160 </bone>
161 </bone>
162 </bone>
163 </bone>
164
165 <bone name="Bip01_R_Thigh">
166 <target>r_thigh</target>
167
168 <bone name="Bip01_R_Calf">
169 <target>r_calf</target>
170
171 <bone name="Bip01_R_Foot">
172 <target>r_foot</target>
173
174 <bone name="Bip01_R_Toe0">
175
176 <bone name="Bip01_R_Toe0Nub"/>
177
178 </bone>
179 </bone>
180 </bone>
181 </bone>
182 </bone>
183 </bone>
184 </bone>
185 </skeleton>
186
187 <skeleton title="XSI biped" target="biped">
188 <identifier>
189 <root>Biped_GlobalSRT</root>
190 </identifier>
191
192 <bone name="Biped_GlobalSRT">
193 <target>root</target>
194
195 <bone name="Biped_Spine01">
196 <target>pelvis</target>
197
198 <bone name="Biped_Spine02">
199 <target>spine</target>
200
201 <bone name="Biped_Spine03">
202 <target>spine1</target>
203 </bone>
204 </bone>
205 </bone>
206 <bone name="Biped_Lshoulder">
207 <target>l_clavicle</target>
208 </bone>
209 <bone name="Biped_Lbicept">
210 <target>l_upperarm</target>
211
212 <bone name="Biped_Lforearm">
213 <target>l_forearm</target>
214 </bone>
215 </bone>
216 <bone name="Biped_Rshoulder">
217 <target>r_clavicle</target>
218 </bone>
219 <bone name="Biped_Rbicept">
220 <target>r_upperarm</target>
221
222 <bone name="Biped_Rforearm">
223 <target>r_forearm</target>
224 </bone>
225 </bone>
226 <bone name="Biped_neck">
227 <target>neck</target>
228
229 <bone name="Biped_head">
230 <target>head</target>
231 </bone>
232 </bone>
233 <bone name="Biped_Lthigh">
234 <target>l_thigh</target>
235
236 <bone name="Biped_Lshin">
237 <target>l_calf</target>
238 </bone>
239 </bone>
240 <bone name="Biped_Rthigh">
241 <target>r_thigh</target>
242
243 <bone name="Biped_Rshin">
244 <target>r_calf</target>
245 </bone>
246 </bone>
247 <bone name="Biped_Lhand">
248 <target>l_hand</target>
249 <bone name="Biped_Lfingers"/>
250 </bone>
251 <bone name="Biped_Lfoot">
252 <target>l_foot</target>
253 <bone name="Biped_Ltoe"/>
254 </bone>
255 <bone name="Biped_Rhand">
256 <target>r_hand</target>
257 <bone name="Biped_Rfingers"/>
258 </bone>
259 <bone name="Biped_Rfoot">
260 <target>r_foot</target>
261 <bone name="Biped_Rtoe"/>
262 </bone>
263 </bone>
264 </skeleton>
So... if you notice in the code above, there are 3 sections (Philip please correct me if I'm wrong here). Rows 1-56 is defining the standard biped. That is a generic biped that the game engine uses.
Rows 75-185 is the 3ds Max version of the biped. It is saying for example... in row 100 & 101 that 3dsmax bone named: Bip01_L_Clavicle equals l_clavicle on the generic biped (see row 10).
Rows 187-264 is the XSI version of the biped. It is saying for example... in rows 206 & 207 that XSI bone named: Biped_Lshoulder equals l_clavicle on the generic biped (see row 10).
Sooooo, what I foresee for Blender is a similar variant that is like the 3ds max and XSI versions that will need to be created. It would have the same number type, size, constraints, etc... of bones (this can hopefully be achieved by importing an existing .dae file) - however you can rename the bones as Blender requires (maybe it doesn't care?). Once the changes are made you need to make a bit of code to tell the game engine what the new bone names equals on the generic biped.
Hopefully that is somewhat sensible... let me know if you need some clarification.
Quote
Is there a reason for that limitation? With COLLADA now, shouldn't we try to let things be animated without the need for bones/rigs? I remember whem Modding C&C Generals, just the name you give to the object within the model - Like a Turret - it would move and act like a turret. If the game is to be mod friendly not all animations should be required to work with bones.
In the past we had requested programming to support vertex animations. I'm not sure what the status of that is or ever will be, but that would accomplish the same thing. In the short term, for an immediate solution, we have the ability to create as simple one bone animation/rig that would effectively do what you want to do. It just isn't something as easy for the artist as exporting an unboned vertex based animation.