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I know this sounds odd, but I'm trying to figure work-a-rounds.

Does a skin for a character, let's say a member on your team, really have to be human? Can I not make a skin that looks like, let's say, a vehicle and then tag it like a character? I asking if the model has to actually look like a person?

My desire/goal is to have vehicles assigned to a team (or as a choice when picking a team) and then you can direct them via the command map in-game.

And to be very specific, my CRW-Dragonfly model is an unmanned vehicle in real life (or will be). I wanna be able to see him on my team and direct him to go to certain areas and act as a member of the team, with the abilities unique to an unmanned helicopter.

Just thought there might be an untried work-a-round by making the Support character model a tank or helicopter and then manipulate the script from there.

Maybe a silly idea, but I'm interested in knowing your experiences.

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the general rule of thumb for characters is it should have a humanoid shape..ie two arms, two legs, head, etc...

the reason for this has to do with gr's animations and the way the bones set up the vertex coloring.

you can fib it in ways though...like say you have a dog model...you could weight the right legs to the right leg bone and the left legs to the left bone...he would work in game but it would look a tad wierd.

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