Qucik animation question...

Finish a new model/mesh? Got something you're working on? Finish a new map? Here's the place to post it for feedback and whatnot.
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LaP1





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Joined: Sat Jul 08, 2006 8:05 pm

Qucik animation question...

Post by LaP1 »

Good afternoon,

I'm not sure if there is a thread dealing with the Ghost's new Gmax script (other than the one in the utilities section) so sorry if this is a redudant thing, but I felt I need to ask.

I downloaded and utilized the Ghost's new tool to import a marine into 3dsmax, and I set-up the animation I was unable to get to work earlier, and everything seemed assume, and Ghost's tool seemed a total boon, until I tried to export the animation.

Blitzkrieg won't export the animation (it says that there are no actors present to export). Now, I didn't want to bother the Ghost with this, because it seemed he was busy workin on the next phase of his Bluestreak project, so I thought I'd ask around here to see if any knows how to export an animation based on a character imported with the gbxmodel injector?


I read on ghost's page about IK solvers, but not only can I not really figure those out, they don't seem to be the key to the problem.

I need to figure out how to convert the marine from a series of bones (markers) into a system that blitzkrieg will recognize as an "actor".

Does anyone know what exactly blitzkrieg is looking for (what is an actor?) and how I can successfully export this marine for use in my map?

Thanks.
The_Hushed_Casket





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Post by The_Hushed_Casket »

I haven't used The Ghost's script before, but when Blitzkrieg tells you you have no actors to export, it generally means you don't have a frame, or you don't have anything linked to it. Make sure your frame is named 'frame' and everything is linked correctly.
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LaP1





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Post by LaP1 »

Doesn't a "frame" apply to level geometery and not character/animation models? Wouldn't a no frame issue come up when using the .jms exporter and not the .jma?
LaP1





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Post by LaP1 »

nevermind you were totally right. Thanks!
LaP1





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Post by LaP1 »

Actually, that didn't quite work.

While adding and linking the frame did allow the blitzkrieg plug-in to successfully export the animation, the resulting animation tag only contained one node (as opposed to twenty) and a messed up checknode sum. That means when I try to inject the animation into the game with Kornmann, or build the cache file with tool, I get an error and the animation doesn't work (actually, no animations for the marine work, the guy just sits there after this).

So, what I figure is in my case, the frame is considered the sole node in the character. Normally, all the bones (including the "ponytail" which controls the mouth) are considered bones. So, how do I get the game (or blitzkrieg, or guerilla, or tool, or whatever) to consider those markers as nodes? And what the hayfire is a node anyways?
Patrickssj6




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Post by Patrickssj6 »

You would have to ask on GBX for the right node/marker strcuture cause I'm not sure of myself :wink:
...left for good
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