View Full Version : 3rd Person animations...
t3h m00kz
July 8th, 2009, 08:47 AM
Okay so I'm trying my hand at some 3rd Person animations (basically I'm sick of the spin-around headshot animation, makin my own), but I'm not 100% sure how to stick the new .JMA files into the already existing .Model_Animations tag. I have some HaloAnimationEditor by Kornman, but every time I try to use it, errors occur.
Suggestions?
Love De Lux
July 8th, 2009, 08:50 AM
Okay so I'm trying my hand at some 3rd Person animations (basically I'm sick of the spin-around headshot animation, makin my own), but I'm not 100% sure how to stick the new .JMA files into the already existing .Model_Animations tag. I have some HaloAnimationEditor by Kornman, but every time I try to use it, errors occur.
Suggestions?
Try to use BlueStreak's animations importer.
It can export source animation data files for re-compilation with the HEK. ( Should be cleaner.)
Edit : Link : http://ghost.halomaps.org/bluestreak/animation/
t3h m00kz
July 8th, 2009, 09:00 AM
Ooh, I missed that feature. I'll try it and let you know how it goes. Thanks bro.
E: Well, now I'm getting an error saying the nodes are wrong. I'm pretty damn sure they're not. fffffff Seems to be the IK solve > HI solve I added... I don't know how I'd animate this without an IK of some sort.
Any way to get this through exported properly?
Roostervier
July 8th, 2009, 11:43 AM
You need to animate it with an actual biped I'm pretty sure.
http://hce.halomaps.org/index.cfm?fid=1938
TheGhost released that, use it to animate.
Also, if you wanted, you could use this (http://hce.halomaps.org/index.cfm?fid=577) to add in specific animations.
t3h m00kz
July 8th, 2009, 05:31 PM
Oh, I've got the biped.. I've imported the GBXmodel with the GBXModelImporter maxscript. Unless you're talking about a 3DS Max Biped bone structure. If that's the case, I'll give that biped a shot
As for that app, I've tried it, and it keeps giving me errors, don't know why. I've just extracted all of the .JM# animation files to recompile.
E: Just animated with the biped file you linked me too. Still getting that error: "not all animation were using the same node graph! import failed. ask jason to push you around in a wheelchair if you need it."
Inferno
July 8th, 2009, 06:39 PM
Halo Animation Editor only lets you inject 1 animation at a time. If you try to do 2 or more it crashes.
Hunter
July 8th, 2009, 06:44 PM
I think I will wait until I have access to the motion capture room at university before I do the 3rd person animations for my tag set Lol. Should be easier.
Roostervier
July 8th, 2009, 07:12 PM
It's because you've got a different node list checksum. I forget what to actually do (in this case), but I think you actually open the JMA and change the checksum yourself. The (proper) checksum should be listed in both the default cyborg.gbxmodel and .model_animations.
t3h m00kz
July 8th, 2009, 08:27 PM
Okay I'll look into it. In the mean time, this is the situation at the moment, if anyone sees anything fucked up with this let me know.
http://i655.photobucket.com/albums/uu279/m00kz/wtfanimations.png
Rentafence
July 8th, 2009, 08:43 PM
Overlays are .jmo's bre.
E: Are you exporting the animations with the IK shit in the scene? Try hiding them before you export.
t3h m00kz
July 8th, 2009, 08:55 PM
I tried hiding them, same result. I even tried animating using TheGhost's Biped from Halomaps, no IKs or anything, and I got the same thing.
And those overlays extracted that way when I used the animation importer thingy, should I fix those, or will it not matter? I've tested it, the overlays are not causing the node error, my custom animation is.
I wish I could just attach the .max files here..
Gwunty
July 8th, 2009, 08:56 PM
you need to link you biped to pelvis bro.
Rentafence
July 8th, 2009, 09:02 PM
The only other idea I would have is to get rid of the actual biped model before you export. I think that the animations for the cyborg consist only of markers/nodes, so having the model would screw it up. Same with the IK stuff. Make sure the only shit in the scene on export is whatever is in the original animations.
t3h m00kz
July 8th, 2009, 09:26 PM
I tried hiding the biped model as well.
Also this is the problem I'm having with Kornman's animation editor. Whenever I click "Load Animations" I get this:
http://i655.photobucket.com/albums/uu279/m00kz/wtfhaloeidtorthing.gif
you need to link you biped to pelvis bro.
What do you mean exactly? The model itself or all the bones? If it's the latter, they are already, I just don't have them displayed in subtree in that previous picture. Here's their heirarchy
http://i655.photobucket.com/albums/uu279/m00kz/heirarchy.png
Roostervier
July 9th, 2009, 12:13 AM
He meant the model. At least, you have to if you were going to export a .gbxmodel anyway. Maybe the same applies here?
t3h m00kz
July 9th, 2009, 12:53 AM
Don't think so, I've tried that as well.. same result.
Someone says it may be a few other overlays or something, I'll look into it
t3h m00kz
July 27th, 2009, 02:25 AM
Sorry for the bump. I figured out what was wrong, it was the little number signature in the fifth or so line that I had to manually edit in Notepad++.
That's all well and good, my animation's working properly. However.
http://i655.photobucket.com/albums/uu279/m00kz/wtf.jpg
http://i655.photobucket.com/albums/uu279/m00kz/wtfbipedanimations.jpg
What the christ.
Inferno
July 27th, 2009, 02:29 AM
He's sniffing his armpit...
Also that's because you fucked the looking overlay. I've had that same problem.
Use animation importer. I'll teach you on xfire. You did that wrong too.
FRain
July 27th, 2009, 02:31 AM
Also, because you did not setup the looking screen bounds. Open up your "cyborg.model_animations" tag and then yours, go to the tab Units and set the screen bounds, which for the most part should read either:
0
0
1
1
0
0
1
1
OR
70
70
1
1
45
45
1
1
t3h m00kz
July 27th, 2009, 04:25 AM
Got this shit workin. Legit.
I'll mess around more with biped animations in the future. The structure seems pretty complex compared to FP animations, but I'm sure I can get it down.
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