If all you are interested in is animating a model in Max or other 3D app, then there is very little requirement for the toolset outside of creating a new morph to extract the vertex data from - and given that all you need to do in that case is select a shape preset, it's like all of 10 seconds work. The only other toolset-related process you need to endure is using the ERF Editor to extract other required files. You don't need to worry about all the GDA extending and UTC creation steps if you are not making game assets. All you need to do is get to the point where you can import the model into Max. If you're that toolset-phobic, I'll upload the morph XML to my project for you later. EDIT: I went ahead and compiled models for all party member morphs -
http://social.biowar...t_file_id=10604Concerning the body model, there's no specific "Alistair" body - he just uses the generic Human male armour/clothes/body models. If you follow my guide and use DATool to extract the base head model, you'll have to scroll right past all the body models first anyway, so just extract what you need along the way. Be aware that armour (and the naked body) models are split into separate torso, feet and hands models, so you'll need to extract all of those and piece them together to get a complete body. Follow this guide I posted on combining multi-part models into a single model -
http://social.biowar...1726964#5811940 You can skip all the GMax setup stuff obviously if you are using Max, and you don't need to worry about re-exporting as you aren't making game assets.
Modifié par DarthParametric, 31 août 2011 - 11:25 .