Hierarchy Setup

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Original Author: mschoeldgen of XWW2
Hijacked by: HackerX4 of Pretty Much All Mods

I collected some hierarchies out of 3DS as a help to get your own right

Legend:
root_nnnnnMesh_myObject: PointHelper
geomN, lodN, nonvis_ : Dummy
Bones are represented by Pyramids
Everything else are meshes. Here we go....

A simple StaticObject:
http://www.schoeldgen.de/bf1942/tutorials/statichierarchy.jpg>

A Static where i want to add children to from within the editor ( Bundle):
http://www.schoeldgen.de/bf1942/tutorials/lookouthier.jpg

A simple Car with Steering Wheel:
http://www.schoeldgen.de/bf1942/tutorials/dodgehier.jpg

A tank with main turret and gun( 2 pictures. This tank has no additional hullgunner) :
http://www.schoeldgen.de/bf1942/tutorials/crushierA.jpg http://www.schoeldgen.de/bf1942/tutorials/crushierB.jpg

A prop driven plane with landing gear and control surfaces:
http://www.schoeldgen.de/bf1942/tutorials/bf109hierarchy.jpg

The plane needs explanation. If you watch cosely, there's a bone in the rear wheel. This bone makes the rear suspension move with the wheel, meaning the main mesh has a skin modifier.

A boat with additional gunner and a moving enginedummy:
http://www.schoeldgen.de/bf1942/tutorials/lsboothier.jpg

Note that any floatingBundles, Wings and the shipengine is later added with the editor.

A stationary AT gun with a rotating main gun (frame) on a stationary base:
http://www.schoeldgen.de/bf1942/tutorials/pak40hierA.jpg

Machine Gun handheld weapon. 1 = magazine, 2 = trigger, 3 = reload handle, 4 = shoulder holder:
http://www.schoeldgen.de/bf1942/tutorials/mp40hier.jpg

Sniper Rifle handheld weapon. 1 = magazine, 2 = trigger, 3 = reload bar, 4 = shoulder strap :
http://www.schoeldgen.de/bf1942/tutorials/no4hierarchy.jpg

Kits hierarchy with 3 Infantry sets, a pilot and a tanker set, and 4 dropkit geometries (4 pictures). Note that most of the second half is occupied by the imported skeleton, starting at 'root_skeleton_3p_setup' . The 'ger_Kits__SimpleObject' is the headwear (helmet or cap):
http://www.schoeldgen.de/bf1942/tutorials/kitshierA.jpg http://www.schoeldgen.de/bf1942/tutorials/kitshierB.jpg http://www.schoeldgen.de/bf1942/tutorials/kitshierC.jpg http://www.schoeldgen.de/bf1942/tutorials/kitshierD.jpg

Note also, the name of the object is only chosen for congruency among the objects. The bagpack of the pilot e.g. would really be a parachute, while it is the vest for the tanker.... I did this to avoid problems while exporting. The skeleton is a child of the soldier_root. This worked best...

A sample hierarchy for a soldier (thanks go to junk for this ):
http://www.doomlab.com/temp/Junk/Soldier_Heirarchy.jpg
Again , most of the hierarchy is occupied by the skeleton.

Hope that helps

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