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t3h m00kz
October 6th, 2009, 02:16 AM
Okay, so I've been working on an SMG set for a UT3 mod lately that will feature Halo 1 assets and functionality.

However I'm also wanting to get this into CE as well, understandable right

Okay, so I'm having an issue.

j2BrlyyWLkg

This is the animation set I want to be using. I've done the animation set, then deleted all of the FP arm skeletal bones, and exported the SMG model.

However, I get into Halo, and I get this:

http://i655.photobucket.com/albums/uu279/m00kz/wtfsmg.png

Originally, my SMG looked like this in Max, and still does if I import the SMG and FP arm models

http://i655.photobucket.com/albums/uu279/m00kz/SMGinmax.png

HOWEVER I use the animation importer, and this is what happens:

http://i655.photobucket.com/albums/uu279/m00kz/importedsmganis-1.png

I am raging so hard, spent a good couple of hours on those SMG animations, only to get shat on by some retarded node crap.

IS THERE ANY HOPE FOR THIS

oh and it looks and works and is scaled perfectly in Unreal. THE SAD, SAD IRONY

t3h m00kz
October 6th, 2009, 03:24 AM
No.

CrAsHOvErRide
October 6th, 2009, 05:09 AM
Frame Gun is important...its position and rotation are wrong.

FRain
October 6th, 2009, 08:57 AM
First off, select everything in the model and go to Utilities > Reset XForm and then recompile.

If that doesn't solve your problem, I don't know. Send your rig to me on Xfire.

E: Make sure frame gun is set on 0,0,0 of your coordinate plane.

t3h m00kz
October 6th, 2009, 01:12 PM
First off, select everything in the model and go to Utilities > Reset XForm and then recompile.

If that doesn't solve your problem, I don't know. Send your rig to me on Xfire.

E: Make sure frame gun is set on 0,0,0 of your coordinate plane.

I messed around with it a little bit, and what I tried didn't work. I need to get to work so I'll just send you a note with the rig.. it's in a .zip file. the files got kind of disorganized.

neuro
October 6th, 2009, 02:20 PM
reset xform

t3h m00kz
October 6th, 2009, 08:29 PM
Should I do that on the .max file of the model being imported, or in the actual animations? I tried it on the animations and it blew up and went everywhere

FRain
October 6th, 2009, 08:53 PM
In the model. Then, scale EVERYTHING down and not just the frame gun node.

t3h m00kz
October 6th, 2009, 09:36 PM
Alright. So, I did Reset XForm on the model and the nodes. The model got turned onto it's side. After that as a test I then imported the FP arms and animations, and still had the problem of the gun being way too small. I went for reset XForm on the model again, and the SMG was the right size, but the pieces were all over the place. The Frame Gun node was absolutely tiny.

I'll keep messing around with it and see what comes out of it.

t3h m00kz
October 7th, 2009, 12:22 AM
So I've figured out it's a scaling issue. In my keyframes my SMG's nodes are sized to 1.03somethingwhatever. They apparently need to be sized to 100. I tested it, and changed the bone size of Frame Gun to 100, and it shows the piece that's attatched.

Now I just have to find a way to delete the scale in the animation frames of the animations... otherwise I'm stuck doing it one by one...

I apparently have to unlink all of this stuff or else the child bones get pushed out of proportion and then relink it all in the end..

t3h m00kz
October 7th, 2009, 04:01 AM
Got it. It took a shit ton of effort, way more than it was worth imo, but I got it.

I had to re-animate a all of the attachments including the magazine, trigger, bolt, stock, and everything, just because of that retarded scaling issue blowing them out of porportion. gay shit.

ah well it's done now.

thanks all, I didn't know about that reset XForm shit

FRain
October 7th, 2009, 10:05 AM
That's why my spartan laser back in H3T days were tiny and the heat shield was raised.