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[Doc] Bone ID's

Deji
post Nov 6 2010, 12:34 PM
Post #1


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CODE
1 - Spine1
2 - Head
3 - R UpperArm
4 - L UpperArm
5 - R Hand
6 - L Hand
7 - R Thigh
8 - L Thigh
9 - R Foot
10 - L Foot
11 - L Calf
12 - R Calf
13 - R ForeArm
14 - L ForeArm
15 - Bip01 R Clavicle
16 - Bip01 L Clavicle
17 - Neck
18 - Jaw


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ceedj
post Jun 16 2011, 04:43 AM
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066A: 0@ = attach_particle "flamethrower" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 rotation 0.0 13.0 0.0 flag 1
0883: attach_particle 0@ to_actor $PLAYER_ACTOR mode <?>

0 - Root 1
1 - Root 2
2 - Spine 1
3 - Spine 2
4 - Neck
5 - Head
6 - Head 2
7 - Head 3
8 - Head 4 (2,3, 4 - eyes or brow maybe?)
21 - Chest Area
22 - Right Shoulder
23 - Right Elbow
24 - Right Wrist
25 - Right Hand
26 - Right Hand/Finger?
31 - Chest Area
32 - Left Shoulder
33 - Left Elbow
34 - Left Wrist
35 - Left Hand
36 - Left Hand/Finger?
41 - Left Hip
42 - Left Knee
43 - Left Heel
44 - Left Foot
51 - Right Hip
52 - Right Knee
53 - Right Heel
54 - Right Foot
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DK22
post Jun 16 2011, 05:38 AM
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From: Liberty City, Shoreside
Joined: 15-July 10



Here it is:
wiki.multitheftauto.com/wiki/GetPedBonePosition
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ceedj
post Jun 16 2011, 07:05 AM
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QUOTE (DK22 @ Jun 16 2011, 01:38 AM) *
Here it is:
wiki.multitheftauto.com/wiki/GetPedBonePosition


Boy, that sure would've saved me an hour or so of testing. laugh.gif

Thanks for posting, nice to know I was mostly right.
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Wesser
post Jun 17 2011, 04:43 PM
Post #5


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From: Matera, IT
Joined: 16-June 11



Well, I took a bunch of new bones directly from imported skeletons in 3DSMax (BoneID property). Here is the full list:

0 - Ripped/Fat/Normal/Root/root *
1 - ~Pelvis *
2 - ~Spine~1/~Spine *
3 - ~Spine~2/~Spine1 *
4 - ~Neck *
5 - ~Head *
6 - L~Brow *
7 - R~Brow *
8 - Jaw *
21 - Bip01 R Clavicle *
22 - ~R~UpperArm *
23 - ~R~ForeArm *
24 - ~R~Hand *
25 - ~R~Finger *
26 - R~Finger01 *
28 - RThumb1
29 - RThumb2
30 - llip11
31 - Bip01 L Clavicle *
32 - ~L~UpperArm *
33 - ~L~ForeArm *
34 - ~L~Hand *
35 - ~L~Finger *
36 - L~Finger01 *
38 - LThumb1
39 - LThumb2
40 - jaw22
41 - ~L~Thigh *
42 - ~L~Calf *
43 - ~L~Foot *
44 - ~L~Toe0 *
51 - ~R~Thigh *
52 - ~R~Calf *
53 - ~R~Foot *
54 - ~R~Toe0 *
201 - Belly *
301 - R~breast *
302 - L~breast *
303 - ~HeadNub
304 - ~L~Finger0Nub
305 - ~R~Finger0Nub
306 - ~L~Toe0Nub
307 - ~R~Toe0Nub
5001 - rbrow1
5002 - rbrow2
5003 - lbrow2
5004 - lbrow1
5005 - rlid
5006 - llid
5007 - rtlip3
5008 - ltlip3
5009 - rtlip1
5010 - rtlip2
5011 - ltlip1
5012 - ltlip2
5013 - rcorner
5014 - lcorner
5015 - jaw1
5016 - jaw2
5017 - llip1
5018 - reye
5019 - leye
5020 - rcheek
5021 - lcheek

* = In-game working bones
~ = Space
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Deji
post Jun 18 2011, 03:38 AM
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Nice work. I've been visiting that area a bit recently.

Something that may be of interest to those who wish to delve deeper into this:
SANNY
00000000 CClothesInfo    struc ; (sizeof=0x78)
00000000 modelHash       dd 10 dup(?)            ; by Bodypart (calc)
00000028 textureHash     dd 18 dup(?)            ; by Bodypart
00000070 (float)fatStat         dd ?
00000074 (float)muscleStat      dd ?
00000078 CClothesInfo    ends


The fat and muscle of the player is stored there directly. Which will of course effect how the clothes are rendered (I don't know enough about modelling to know how the "clumps" work).

Clothes only have a limited range of body ID's though. Handled by a single function which converts them to some real bone ID's.


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