1. Hi ppl
    we know that the rig/bones of the 3D format of our character on Rust have this parts:
    but WHAT IS EACH PART?

    EXIST A DRAW OR PICTURE SHOWING EACH RIG/BONE?
     
    Last edited by a moderator: Oct 10, 2016
  2. I don't think I understand, but you want to know where each bone is located?
    If so its not really that hard and basically tells you,
    E.G:
    R_Eye = Right eye
    L_Little = left pinkie finger
    Etc
     
  3. yes!!
    but I wanna see it graphicaly


    Something like this:

    [​IMG]
    [​IMG]
     
    Last edited by a moderator: Oct 10, 2016
  4. Not sure if you mean something else, but if you want to see it like the way you presented it, keep in mind you'll need the player model's prefab, decompiled, and then loaded into Unity so you can see the details it has, among which are textures, shaders, meshes and indeed, bones. There is no way I can think of to visually show you this, besides drawing a box on the player's screen with coordinates respective to each bone's location (and possibly rotation) in the world coordinates. Probably achievable, but will be very cumbersome, slow and frankly, unnecessary.

    And why do you want to see it? If you have trouble with something at its core, we may be able to help!
     
  5. thanks.
    as you see in some plugins related to change the damage on hitting, I want to see graphicaly where are exactly located each "bone box" on the character. Then changing the damage values knowing it will be better.

    Just say Spine 1, 2, 3, 4...do not give you good idea of what part it is.
     
  6. Oh I see what you mean. Well, I haven't tested it and my advice would be based primarily on educated guesses.

    Particularly, the player model's prefab SHOULD have a Skinned Mesh Renderer, which you should be able to acquire using "GetComponent<Renderer>()" on the player GameObject. As it returns that, seeing the docs it seems that each bone is stored in a 'Transform[]' array with local variable 'bones' inside the renderer's class, so they could potentially carry information in relation to that. These are the areas you might want to look at to acquire coordinates/rotations and most probably sizes. It is possible that, although I am not certain of it, bounding boxes (unity components named Colliders) are attached somewhere along the line, which represent the collision boxes of these bones, so once you manage to get these colliders, you'll know their location at any point in time for a given player game object. Using this, you could theoretically draw a bounding box around them (check Zone Manager/Spawns source to see how they draw) and then you will have a sort of working representation of what you are looking for. It would be mostly still, but I think it would get you pretty far.

    Plus, it can be fun for you and you may learn a lot when it comes to modding baed on more in-depth stuff, related closer to the game engine itself!
     

  7. check this out

    Friday Devblog 17


    That is what I mean:
    [​IMG]


    But in this picture you can not Detect exactly what zone are each one,
    I mean this character zones:

    "head"
    "jaw"
    "l_clavicle"
    "l_eye"
    "l_foot"
    "l_forearm"
    "l_hand"
    "l_hip"
    "l_index2"
    "l_index3"
    "l_knee"
    "l_little1"
    "l_little2"
    "l_little3"
    "l_middle1"
    "l_middle2"
    "l_middle3"
    "l_ring2"
    "l_thumb1"
    "l_thumb3"
    "l_toe"
    "l_upperarm"
    "neck"
    "pelvis"
    "penis"
    "r_clavicle"
    "r_eye"
    "r_foot"
    "r_forearm"
    "r_hand"
    "r_hip"
    "r_index2"
    "r_index3"
    "r_knee"
    "r_little1"
    "r_little2"
    "r_little3"
    "r_middle1"
    "r_thumb3"
    "r_toe"
    "r_upperarm"
    "spine1"
    "spine2"
    "spine3"
    "spine4"


    With the names you can have some idea, but not very clear.
     
  8. Why do you need to know where these bones are located?
    Whats the purpose of this, If you want to know where a bone is just ask and someone will probably tell you/work it out.