Imported Model Not using bones correctly?

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Unilat




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Imported Model Not using bones correctly?

Post by Unilat »

I've been having some difficulties with a model Im making. I exported the rocket launcher because I'm making a minigun and I wanted the barrels to spin just as the two on the rocket to do. So I remodeled it and put the new smaller barrels in the same group as the originals. Now when I import it, the barrels do not spin at all and the hatch at the top (says "push") that MC pushes up to reload also does not work and I didnt even edit that group of the model.

Anyone know why this is happening?

And also, once finished, I will need to change where MC puts his hands on the gun. Is this easily done and if so how can it be done. I believe I saw an option in Entity withing the model for markers where the left hand cyborg goes, is this how to edit it?
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Post by Monkey Terd »

What game platform?
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Post by Unilat »

Halo 2 for the xbox.

Also, how can I make it so he holds it under his arm like a minigun. I switched the jmad with the sentinel beam in hopes that he would hold it low but it just makes fp have no weapon on screen at all.

Also, I edited the hand positions but unfortunately rocket launcher has no marker for right hand position. I edited the left hand position and it worked (but was off by alot) but there it no right hand position only trigger and other stuff.

(BTW Im doing this all with Entity).
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Post by smacktalker »

Unilat wrote:Also, how can I make it so he holds it under his arm like a minigun. I switched the jmad with the sentinel beam in hopes that he would hold it low but it just makes fp have no weapon on screen at all.
don't swap the JMAD in the WEAP tag. that makes the weapon disappear...
goto the HLMT of the rocketlauncher, and swap the JMAD over there. that should work
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Post by Unilat »

There is a jmad in the hlmt but the wierd thing is, the sentinel beam does not have any other jmad than the fp one. The fp jmad is the only jmad it has and in its hlmt file it has no jmad listed.

So is there any other way I can get the rocket launcher down there by his hip and correcly place his hands. There is no right hand placement for the rocket launcher.
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Post by Unilat »

Sorry for the double post but this is an update that may help you guys answer my question.

Instead of finding out how to move the rocket down I just moved it down on the Z coordinate in milkshape and MC does hold it under his arm. However, whenever I try to move his left hand it is absolutely off in the Z and X scale. The Y was set to 0 and his hand does appear in the correct Y line with the minigun. However, I also still cannot find a way to place his right hand. I see that it is not necessary in fp considering the hand is not on the screen. Though, I should be able to edit the right hand position in the non-fp model. The only extra option that the non-fp gives is lefthandcyborg rather than "lefthand" like in the fp and another option called lefthandmarine which obviously applies to SP only and has no affect on MP games.

I located the corret coordinates for his left hand within milkshape yet I can still not get it to appear there in game. I tried opening up other models and finding out where their hands went using entity just to make sure it lined up with the model and milkshape and it did! So why dont my coordinates found in milshape line up with the model in game?!

The only other options are primaryejection and primarytrigger. I tried setting the trigger to where it is on the minigun but still no luck relocating MC's right hand.
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Post by StalkingGrunt911 »

You could have just edited your post :roll:
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Post by Unilat »

Technically yes, however that would not constitute the thread to display as new and those who may have read it and thought that my first post did not have enough info wouldnt have come back to look :wink:

This way, I seperated the update and for the those who read and didnt respond now they know theres new info and maybe they can help!

BTW I downloaded the mode ifp's for insolence that supposedly let me edit the pitch and yaw and whatnot of the markers doesnt seem to be working. It only gives me the option to change XYZ.
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Post by turk645 »

swaping jmads deps will never work due to the bone references in the jmad tag itself. Also the stuff doesnt move right because as of now we cant model stuff to a specific bone.
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Post by Unilat »

Well thats unfortunate...

I guess Ill have to make some kind of effect like the barrels blur for the chaingun that makes it look like their moving...

Still no one has helped me with my other question! Why doesnt MC's hand want to move to the spot I tell it to!
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Post by turk645 »

im guessing you got your markers wrong. I would have to look at it though to be posative.
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Post by Unilat »

What exactly does having my markers wrong mean?

A rundown of what I did was:
Used Entity Opened model for RL
Scrolled down to markers
Selected Left_hand
changed the XYZ to where I want it to be.

How can I get the markers wrong if I was selected in the one marker that I needed. There were only five there and only the RL's were listed so its not like I could have chosen the wrong one...

What am I doing wrong?
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Post by turk645 »

that is the wrong marker still, rename that marker to left_hand_mc because it is true that that is a left hand marker but it is a generic one and doesnt have a specific host due to the jmad.
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Post by Unilat »

Well, when I use it sometimes it moves and somtimes it does not. So your saing if I renamed it to Left_hand_mc that it would suddenly work?

Im trying it, but if my map freezes Im putting all the blame on you :wink: j/k man. I appreciate the help and if this works you get a huge thanks.

Oh BTW if I go into the jmad of MC and get through all the stuff to rocket launcher it has the "local" and "remote" markers and the local is Left_hand but the remote is Left_hand_mc....
Last edited by Unilat on Thu Aug 10, 2006 1:45 pm, edited 1 time in total.
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Post by turk645 »

dont see how a marker could freeze the game but i have been suprised before. good luck with this.
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Post by Unilat »

Make sure to read my edit above. Before I try renaming things I found that it has both a local and remote marker... What does this have to do with it and would it be better if I switched it here? (masterchief.jmad)
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Post by turk645 »

k, the first marker, local, is the the one on the bipd and tells what bone to move, in this case the left hand. The second one, remore, is the one on the weapon that tells where to place it.
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Post by Unilat »

Ah Ha, that makes perfect sense. So its telling it to put it on left_hand_mc yet the rocket has no left_hand_mc it only has left_hand. So if I rename it, it should attach to the correct spot. Thanks a bunch!

Except theres still no right hand....
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Post by turk645 »

thats because bungie didnt put one because they thought the right hand was ok where it was aparantly. thats just my guess though.
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Post by Unilat »

Since none of the bones work anyway would it be possible to change primary_ejection to right_hand_mc?

Nvm that wouldnt work because the only limb positionings that the MC .jmad has is for the left hand. Unless you can add more of those through duplication also...

EDIT: unfortunately, changeing the string name to left_hand_mc did not put his hand in the correct spot.... Im looking into why not at the moment.
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