Hello all,
I have a problem here, and not a lot of time to get a fix. I've been working on a model, rigging, and animating for Halo. For about 4 weeks now, I've done nothing but animating, and animating Custom Bones mind you. The animations were built for a biped, so I think it uses .JMO.
When I use tool though... I get this error.
EAX: 0x00000014
EBX: 0x0015FC73
ECX: 0x7FFFFFFE
EDX: 0x019E3DFB
EDI: 0x00607A6A
ESI: 0x0012EE3C
EBP: 0x0012EE88
ESP: 0x0012EDFC
EIP: 0x005F6358, 80 38 00 74 ?????
0012F0B8 ?????
EXCEPTION_ACCESS_VIOLATION
### ERROR the node '
EXCEPTION (that's all I know!)
Its really no help at all to me. At all. And... well... this is needed to be finished by this Sunday at 12:00 noon ='(. I need help, please, help.
I really don't want to see this die, I worked hard.
Thanks,
Preston556
Edit: The error is no more. Now I have to go through the trouble of trying to figure out the .model_animations works =/ any help? Like a tutorial?
Tool + Custom Animations = -_-
- preston566
- Posts: 423
- Joined: Sun Aug 12, 2007 10:16 am
- Location: In the Fiery remains of Halo Omega...
- Contact:
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- preston566
- Posts: 423
- Joined: Sun Aug 12, 2007 10:16 am
- Location: In the Fiery remains of Halo Omega...
- Contact:
![]() |
By the way, it looks like your error says that the node count is different from rest of biped. Look in animation and see if node count is 19. If not then you have one extra bone in your biped that MC doesnt have.
Melee animations for bipeds are all different for each weapon:
ie...(stand rifle ar melee)

Just use this downloadable file with all the bipeds animations in it. Use the exact name and its extension (ie..JMO,JMA) then look in model_animation tag and get frame count. ie...one above would be 0-38.
http://files.moddercentral.net/cyborg_animations.rar
Also use the animation importer script. Open biped in max, open animations importer (Bluestreak) then import each animation into max, adjust then export it out, compile.
Melee animations for bipeds are all different for each weapon:
ie...(stand rifle ar melee)

Just use this downloadable file with all the bipeds animations in it. Use the exact name and its extension (ie..JMO,JMA) then look in model_animation tag and get frame count. ie...one above would be 0-38.
http://files.moddercentral.net/cyborg_animations.rar
Also use the animation importer script. Open biped in max, open animations importer (Bluestreak) then import each animation into max, adjust then export it out, compile.

- preston566
- Posts: 423
- Joined: Sun Aug 12, 2007 10:16 am
- Location: In the Fiery remains of Halo Omega...
- Contact:
![]() |
This Biped is totally custom. There is nothing related to Halo about it, I am using custom made bones. Thanks though, I have to make my own animations for it, bones and all. Heres what the debug file says from last time://
09.27.08 22:18:03 the model 'bipeds\****\****and the animation graph 'bipeds\****\****' don't match
09.27.08 22:18:03 the object 'bipeds\****\****' will not animate
09.27.08 22:18:03 the model 'bipeds\****\****' and the collision model 'characters\cyborg\cyborg' don't match (node counts don't match)
09.27.08 22:18:03 the object 'bipeds\****\****' will not be collidable
end://
Also, let it besaid that the model does not have collision model yet, it has no relations to chiefs collision and I'm not sure why it says it doesn't match the chiefs =/.
Thanks,
Preston556
09.27.08 22:18:03 the model 'bipeds\****\****and the animation graph 'bipeds\****\****' don't match
09.27.08 22:18:03 the object 'bipeds\****\****' will not animate
09.27.08 22:18:03 the model 'bipeds\****\****' and the collision model 'characters\cyborg\cyborg' don't match (node counts don't match)
09.27.08 22:18:03 the object 'bipeds\****\****' will not be collidable
end://
Also, let it besaid that the model does not have collision model yet, it has no relations to chiefs collision and I'm not sure why it says it doesn't match the chiefs =/.
Thanks,
Preston556