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sleepy1212
November 6th, 2009, 01:43 PM
fix'd http://www.youtube.com/watch?v=WQl3nTXgCm4


sapien debug:

11.06.09 04:02:07 the model 'levels\scenery\the_volume\the_volume' and the animation graph 'levels\scenery\the_volume\the_volume' don't match
11.06.09 04:02:08 the object 'levels\scenery\the_volume\the_volume' will not animate

^was with JMW, haven't tried the JMO yet....model just rotates and has a few pieces rotating around it.


also, both JMW and JMO are "saved at 0 bytes" in tool..is that normal?

JackalStomper
November 6th, 2009, 02:49 PM
Usually that error comes up when the node hierarchy between the model and animation have been changed and/or different, also try .JMM?

Inferno
November 6th, 2009, 03:25 PM
What?

JMA.

It works.

p0lar_bear
November 6th, 2009, 04:24 PM
What?

JMA.

It works.

On the contrary to popular belief, you should be using JMM for basic animations.

So, check that your scenery's nodes (or bones) are the same in both your model and exported animation, and export as JMM.

Inferno
November 6th, 2009, 04:29 PM
Why? What's the difference. I though JMA was base animation.

p0lar_bear
November 6th, 2009, 04:38 PM
http://forum.halomaps.org/index.cfm?page=topic&topicID=26183

sleepy1212
November 6th, 2009, 05:12 PM
i tried JMW initially because the rotation was about 0,0,0...i have no idea what made me think JMO...retarded i guess.

i was able to fix the error by changing the checksum number in the animation tag, but it still doesn't animate...i'm thinking it was wrong for a reason... i'll try it as JMM and JMA, you guys can place bets on the winner lol

Inferno
November 6th, 2009, 05:28 PM
Are your animations and model in the same max file.

Are you using blitzkrieg or blue streak?

sleepy1212
November 6th, 2009, 05:39 PM
alright thanks guys...it works now...JMM and JMA both :iamafag:



Are your animations and model in the same max file.

Are you using blitzkrieg or blue streak?

bluestreak (max9) they're in the same file, i really don't know why the checksum was different, i mean, i got it to work with kornman v2, but still...shouldn't they be the same? i guess i could just say fuck it - it works :eng101: i'm just happy i had a successful 2nd attempt at animating lolz

Inferno
November 6th, 2009, 05:46 PM
Blue streak and node check sums don't jive.

chrisk123999
November 7th, 2009, 11:22 AM
There's a modified one floating around somewhere that lets you change the node checksum for blue streak.

sleepy1212
November 7th, 2009, 06:26 PM
There's a modified one floating around somewhere that lets you change the node checksum for blue streak.

modified exporter?

oh wait, i lied...i didn't use bluestreak...wtf did i use...it's a separate exporter. like i said though, i used kornman v2 to change the checksum.

i'm gonna post of vid of this scenery too because it needs to be more betterer. :eng101:

sleepy1212
November 7th, 2009, 08:29 PM
i make video http://www.youtube.com/watch?v=WQl3nTXgCm4

Inferno
November 7th, 2009, 09:13 PM
Make the flying hexagons 2-sided. You can check it off in the shader.

sleepy1212
November 8th, 2009, 01:01 AM
Make the flying hexagons 2-sided. You can check it off in the shader.

will do, will do....any ideas on adding some particles...like fireflies i guess?, and anything to make it more hologram-like...this might sound stupid but i'm going for "magically technological"