Blitzkrieg question...

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stantrl





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Joined: Sun Jul 08, 2007 12:07 am

Blitzkrieg question...

Post by stantrl »

Afternoon.

About a year ago I made a cool little film using Halo CE (I was going by LaP then) and I mastered a bunch of techniques like custom 3rd person animations and scripting and stuff. I'm getting ready to make another film, but unfortunately I've forgotten a lot of the skills and tricks necessary.

One thing that's really bugging me is creating 3rd person animations in 3ds max. Last time I think I used 3ds max 8 (the trial version) and now all I can find is the newest (9). I got the 3ds max v. 6+ Blitzkrieg plug-in, but it doesn't seem to be working. Whenever I load 3ds max and it tries to load Blitzkrieg it stops and tells me that the "specified procedure cannot be found." I'm not sure what that means. I've got all the necessary .dlls (and I think I've got them in the right place). Does blitzkrieg even work for 3ds max 9? If not, what can I do to export animations? I got the .jms exporter from Project Bluestreak, but I don't I want to export .jma?

Also, can anyone tell me how to create and export an animation using Ghost's GBX model importer? Last time I remember importing the model (of the MC) and then linking something to somewhere or renaming something. All the bones (the biped 01 spine and all that) but I think they need to be linked to some sort of parent, and I'm not sure what that is.

Thanks for any help you can give.
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TomClancey





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Post by TomClancey »

Well, I do know there is no animation exorter for 3ds Max 9 except this one beta exporter called Hax.

I don't know anything about exporting animations with the GBX Model Importer, or if that's even possible.
stantrl





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Joined: Sun Jul 08, 2007 12:07 am

Post by stantrl »

I might be missing something, but there doesn't seem to be anything there except for some instructions on how to use the script. How do I get the script itself?

And as for animating with models imported from the gbxmodel importer, I know it can be done because I've done it before. You can import a model (of a Spartan say) load an animation from TheGhost's animation importer, fiddle with the animation, and then export the thing, inject it into a map, and it works. There's just one step I'm missing. Somehow you have to link the model to the frame or something.

As is, when you import a spartan model, all the bones are connected back to "bip01 pelvis" (that's the bone at the top of the tree structure). I think that needs to be linked to something else (just bip01 I think) or else the exporter won't export it correctly.

TheGhost sent me a PM explaining how to do it a year ago, but I can't access my old forum account and thus can't read it. If I remember, it was exceedingly simple, and I kicked myself when I found out how to do it.
stantrl





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Joined: Sun Jul 08, 2007 12:07 am

Post by stantrl »

Ok, found it.

I have a new problem though. I made a little animation and exported it with HAX. But when I went to tool to compile my animations, it didn't recognize the new ones I had just made. Any idea about what that's all about?
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