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ICEE
April 11th, 2008, 03:50 PM
I would like to point out that this thread is NOT asking for criticism on the model or animation origin, thanks.

Ok, so my friend models this shotgun and sends it to me to animate. I spent a few hours working on it and everything was peachy: http://i188.photobucket.com/albums/z295/iron_clad_photo/origin.jpg
BUT THEN, I got it in game and my day was ruined.
http://i188.photobucket.com/albums/z295/iron_clad_photo/shotgunfailure.jpg

Does anyone know what the hell happened? This same thing happened to a sniper rifle that was modeled by the same friend, but did not happen to a battle rifle that he also made. I didn't do anything out of the ordinary when I animated it, and my friend claims not to have done anything weird when modeling it. +rep to anyone who can help me out here..

Sel
April 11th, 2008, 03:53 PM
Scale it up maybe?

ICEE
April 11th, 2008, 03:55 PM
Umm, if you look thats not the problem. The shotgun's pump is far ahead of the gun, and the rest of it is way back.

Sel
April 11th, 2008, 03:56 PM
Umm, if you look thats not the problem. The shotgun's pump is far ahead of the gun, and the rest of it is way back.

Oh, hahaha.

I dunno.

Roth
April 11th, 2008, 04:05 PM
It needs the hand of a pro.

hint.

ICEE
April 11th, 2008, 04:08 PM
K, that doesn't help at all.

I_Am_Error117
April 11th, 2008, 04:37 PM
The gun is messed up.


jk that is weird. Is the pump and gun the same model or seperate models?

itszutak
April 11th, 2008, 04:38 PM
Looks like the pump is attached to the hand. If you scale it up correctly, I think it'll look correct.

ICEE
April 11th, 2008, 05:02 PM
But I didn't edit the scaling or anything after exporting the animations or model

TeeKup
April 11th, 2008, 05:38 PM
You either didn't link a frame properly or you linked the primary gun frame to the wrong hand/arm frame for animation.

ICEE
April 11th, 2008, 05:48 PM
I linked frame gun to frame bone 24. I always do and I usually don't have this problem.

TeeKup
April 11th, 2008, 05:49 PM
I linked frame gun to frame bone 24. I always do and I usually don't have this problem.

Really? Thats rather odd. Check what the pump's frame is linked too then, it looks as if you may have accidentally linked it to a finger frame.

ICEE
April 11th, 2008, 05:50 PM
If the frame pump wasn't linked to frame gun then the model wouldn't have exported at all though.

TeeKup
April 11th, 2008, 05:52 PM
True, I had forgotten about that. I'm stumped then.

ICEE
April 11th, 2008, 05:54 PM
yeah me too. I'm really frustrated because my friend and I both wasted several hours of our lives if this doesn't look right.

Choking Victim
April 11th, 2008, 06:19 PM
you're supposed to link "frame gun" to "frame l_wriste".

Ki11a_FTW
April 11th, 2008, 06:22 PM
if you scaled any frames during the animation process, it will fuck up the gbx model position

Choking Victim
April 11th, 2008, 06:25 PM
if you scaled any frames during the animation process, it will fuck up the gbx model position
I wonder who told you that...He already said he didn't scale anything anyway.

ICEE
April 11th, 2008, 06:28 PM
you're supposed to link "frame gun" to "frame l_wriste".


Well, thats one possibility But I've found its best to link frame gun to frame bone 24 and then constrain the wrist controllers to whichever nodes fit best. In this case I constrained left controller to frame pump and the right controller to frame shell (right handed reload ftw).

TeeKup
April 11th, 2008, 06:37 PM
Make sure you accidentally didn't scale anything, I remember myself doing that on a number of occasions. You probably didn't but it doesn't hurt to be cautious.

ICEE
April 11th, 2008, 07:14 PM
Im pretty sure. I'm going to experiment with upscaling the model like people have said.

Jay2645
April 11th, 2008, 08:00 PM
Hmm... You sure the model is 0 on all coordinates? Shouldn't be the case, but I forgot to zero out the model once, and I couldn't figure out where the hell it went.

ICEE
April 11th, 2008, 08:08 PM
It is, but it shouldn't make any difference since the location of the nodes is really all that matters.

Ki11a_FTW
April 11th, 2008, 10:00 PM
I wonder who told you that...He already said he didn't scale anything anyway.

actually i knew that for weapons but not the riggging things, because my one of my weapons was like, 10 times the size ingame as it was in 3ds max, found out it was because i scaled frame gun and it doesnt like that

kid908
April 11th, 2008, 10:24 PM
did you scale the original fp model correctly? also after scaling, disconnect the model from the frame and re attatch it. also when scaling, scale the frame node not the model.

ICEE
April 11th, 2008, 11:06 PM
Doing what Kid said I came out with this:

http://i188.photobucket.com/albums/z295/iron_clad_photo/someprogress.jpg
See, the frame gun is still to far back. Im not sure exactly how far back it is though or else I might be able to fix it. Also the loading port is tiny

kid908
April 11th, 2008, 11:47 PM
glad i was some help =P

ICEE
April 12th, 2008, 12:07 AM
haha thanks. I'll +rep you when I can (to much rep given out in 24 hours), but I'm still not satisfied with the results.

Patrickssj6
April 12th, 2008, 05:02 AM
Align the frame to the pivot of the handle/slider thingy.

You don't animate the object, you animate the frame where the object is linked to.

ICEE
April 12th, 2008, 11:20 AM
Align the frame to the pivot of the handle/slider thingy.

You don't animate the object, you animate the frame where the object is linked to.


I know that, I'm fairly experienced with animating, and in max everything is aligned perfectly. I think that this is an issue with the model not the animations because the gun has been animated twice now by both myself and the friend who modeled it (both of us have animated many guns before and know the basics at least) and we both had this problem.

il Duce Primo
April 12th, 2008, 03:45 PM
Try importing the model into a new scene maybe?

ICEE
April 12th, 2008, 03:53 PM
Been done

FRain
April 12th, 2008, 06:23 PM
you're supposed to link "frame gun" to "frame l_wriste".

Negatoritive/Nein/No

THIS IS unless you're hand to never be able to come off of its position.

ICEE
April 12th, 2008, 06:25 PM
I think I covered that already

paintballakid5
April 12th, 2008, 07:54 PM
when you Export the weapon, Export it as a editable Mesh, not Poly.

PenGuin1362
April 12th, 2008, 08:32 PM
Negatoritive/Nein/No

THIS IS unless you're hand to never be able to come off of its position.

Actually he's correct, makes animating much easier. although i do the right wrist >_>


when you Export the weapon, Export it as a editable Mesh, not Poly.
Does not matter.

ICEE
April 12th, 2008, 08:43 PM
Guys we covered the linking thing. Its not that :\

ICEE
April 13th, 2008, 06:59 PM
Problem solved. It was something in the noding.