First of all, indeed all praises to Soltitude, he actually took the time to help me in getting HS to work with VC1 again.
All I had at the start was a version beeing made compatible for VC2, where all VC1 export/import functions where messed up due to the difference in animation type used for VC2. PRS/TBC
He spent some hours in debugging stuff and rewriting the program in different versions till I didnt received any errors upon creating a custom character.
Offcourse i spent my numerous of hours in the program to understand the principles and track down issues to be solved.
Up to date, the software is still buggy in some ways, but the basics work pretty fine.
To summon up a few things:
Haluz studio was used for many, many different things.
You can create a skeleton
You can add/delete bones to the skeleton
You can define the weight of the bones upon the mesh
You can set envelopes of the bones.
You can copy bone weights from one mesh to another.
You can import a BES file including skeleton
You can import BVH animation on a skeleton/rigged mesh
You can export this BVH to STG, (stagestream) the file VC uses.
You can import MANM files upon meshes
You can export MANM files
And thats only a part of the main animation possibilities.
Pterodon used the following workflow:
Character was made in 3dmax.
skeleton was made in kaydara (now known as motionbuilder)
object was rigged in kaydara/HS
weights/envelopes where set in HS
Mesh including skeleton was exported to character .BES (BenyErikSolitude) file and used in-game.
I used a method to create a custom character that was pretty time consuming, but in the end i got it working proper enough for some screenshots.
http://img186.imageshack.us/i/59833127.jpghttp://img829.imageshack.us/i/31040249.jpghttp://img545.imageshack.us/i/71713854.jpg