If you have a costume with a head and no face bones, you can quickly turn it into an auto-animated prop.
A readily available and suitable costume is cos_g_gorilla. All you need to do to the mesh is rename it and set the autoanimated flag to 1, which can be done either in blender or using a hex editor.
After that, all that is required is to create the necessary support files by copying and renaming existing game assets and export them to the game with MED. I used MED to extract the auto-animated dog prop and saved it in a work space. I then went through the files extracted and set up a matching structure for p_aa_gorilla.msh, which is j
This part did not go well at all. The primary goal of this task was to develop a reliable checklist that a user could follow and create a successful rescaled mod. I expected to proceed smoothly and systematically to a successful conclusion, carefully writing down all steps in the procedure, but as things started to go wrong, I abandoned my systematic approach and started trying various things and quit taking notes and cursing my computer and the vanished gods at DCModding.
However, all is well that ends well. I finally succeeded in creating two hobbit characters, Bob and Jim. I think the checklist is now in pretty good shape. One thing
Why am I writing another journal article on Dwarf and Giant mods for The Movies? The reason is, that I keep refining the process and learning better ways to do things. Also, I want to make a record of what I have learned and this seems like a good way to do it.
The goal of this series is to develop a set of dwarf characters. The target scale is 50%, so I am calling these characters "Hobbits" after the race of little people in Tolkien. For each character, there will be two versions, a full scale and a 50% scale version. The full scale version will have face bones and can be used for lip syncing and emotions in close up shots, and of co