Tool + Custom Animations = -_-

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preston566




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Tool + Custom Animations = -_-

Post by preston566 »

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?
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Post by Gothamite »

Well if they are for a biped then I would compare the model animations tag with the cyborgs model animations tag in guerrilla (or kornaman00) and change it to be set up like the cyborgs.
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preston566




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Post by preston566 »

I have :cry: I just don't understand the layout of .model_animations.
I figured it would look like this:
Animation:Melee
Frame Start:0
Frame End: 120

I see nothing close to that, and haven't seen a tutorial anywhere on it.

Thanks,
~Preston556
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Post by Matooba »

what are you trying to redo? fp or reg cyborg animations?
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Xeno2





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Post by Xeno2 »

Matooba wrote:what are you trying to redo? fp or reg cyborg animations?
original poster said "The animations were built for a biped, so I think it uses .JMO."
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Post by Matooba »

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)

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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.
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preston566




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Post by preston566 »

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
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Please, If you need religious help, PM me. God Will Wait For You.
I still cannot feel. The problem, is ireversable. :cry:
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