View Full Version : 3rd Person Animateing overlays got FUXED
Inferno
April 11th, 2008, 07:12 PM
Im working on a MP_elite biped and i recently just started the animations. Once i got the animations to export and get in game properly i noticed that the overlays weren't right. Mainly because the elite just looks straight down all the time. Sooo i went in and i tried to fix it and i have no idea how... so anyone wanna help?
Inferno
April 13th, 2008, 12:39 PM
ooook... well since no one knows whats wrong can someone give me a tip or 2 on how to create good 3rd person animations.....
Kalub
April 14th, 2008, 02:00 AM
Which animations have you remade?
And you could pretty much use Hek+ to rip the elite biped and then just change your globals and achieve the same effect.
Inferno
April 17th, 2008, 04:41 PM
ummm... I'm re-animating the elite. How are globals going to effect animation...
Btw I'm adding anims for reloading and melees and holding weapons 2 handed.
Inferno
April 17th, 2008, 06:44 PM
Ugh! i used halo animation editor to import a new idle standing anim. i decided to test it by adding a "breathing" movement to the elites jaws. so i exported fixed the check sum and inserted the anim into the original elite animations and it worked! EXCEPT that something seems fucked up with the anims... something being this...
http://www.freewebs.com/infernosk8terstuff/wtf.PNG
Kalub
April 18th, 2008, 01:55 AM
Personally this is how I would do it:
-Use HEK+ to rip all of the elite tags and dependencies
-Make a backup of the .model_animations tag
-Extract all of the animation source files(.jmo, .jma, .jmm)
-Then using TheGhosts bluestreak I would import the idle-stand.jmo or whatever animation
you are changing is.
-Then I would save it as the save filename, ex stand-idle.jmo
-And then recompile the animations.
That would work better because it would eliminate most of the work, and save you a lot of hassle.
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In other news, I think that when you "merged" your animation with the new one it left some of the "pieces" of the biped where they originally were because it had no data from the new ones to replace the old data. Meaning you didn't animate it properly.
Inferno
April 18th, 2008, 04:41 PM
that's what i did originally but it fucks the overlays and the elite just looks straight down all the time. And btw its still a lot of work cause you got to fix like 50 node check sums so that the export from blitzkrieg actually compiles.
teh lag
April 18th, 2008, 08:02 PM
Stop double posting so soon after the first one. God damn. You can delete your posts.
Also, are you setting the looking/aiming screen bounds in the anim tag?
http://img505.imageshack.us/img505/2979/soupsx8.jpg (http://imageshack.us)
Kalub
April 20th, 2008, 08:47 PM
that's what i did originally but it fucks the overlays and the elite just looks straight down all the time. And btw its still a lot of work cause you got to fix like 50 node check sums so that the export from blitzkrieg actually compiles.
Que?
I do remember when the Blustreak Plugin came out along with the rest of the tools I used the ghost as a test a threw a overlay animation in there with permutations so when ever I right clicked it would to a random left/right barrel roll, and all I did was run tool and it compiled just fine. I think your crazy.
Inferno
April 25th, 2008, 07:18 PM
Stop double posting so soon after the first one. God damn. You can delete your posts.
Also, are you setting the looking/aiming screen bounds in the anim tag?
http://img505.imageshack.us/img505/2979/soupsx8.jpg (http://imageshack.us)
Yes i did fix those and it didn't make any difference.
and i tried just exporting but you CANT export a biped cause its a bip01 not a frame therefore... i have to change the node check sum on all the anims.
Roostervier
April 25th, 2008, 07:22 PM
You could add frame to all the bones if you wanted to, you know. <_<
Inferno
April 26th, 2008, 10:11 PM
thats exactly what i did. but when you do that it changes the node checksum. SO i have to fix it for all the other anims.
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