Page 1 of 2

Custom Pistol Animation. [Solved]

Posted: Wed Jan 23, 2013 4:37 pm
by Nedarb7
I'm trying to make a custom soldier animation but when I munge I get these errors:
Hidden/Spoiler:
-- Processing directory C:\BF2_ModTools\data_W0T\Animations\SoldierAnimationBank\0pp
Processing file basepose.msh, will save in .\\\0pp.zaf
*** WARNING: Skin model segment 0 has too many/few vert colors?
*** WARNING: Skin model segment 0 has too many/few vert colors?
*** WARNING: Skin model segment 0 has too many/few vert weights?
*** WARNING: Skin model segment 0 has too many/few UVs?
*** WARNING: Skin model segment 0 has too many/few vert colors?
*** WARNING: Skin model segment 0 has too many/few vert weights?
*** WARNING: Skin model segment 0 has too many/few vert colors?
*** WARNING: Skin model segment 0 has too many/few vert weights?
*** WARNING: Skin model segment 0 has too many/few UVs?
*** WARNING: Skin model segment 0 has too many/few vert colors?
*** WARNING: Skin model segment 0 has too many/few vert weights?
*** WARNING: Skin model segment 0 has too many/few vert colors?
*** WARNING: Skin model segment 0 has too many/few vert weights?
*** WARNING: Skin model segment 0 has too many/few vert colors?
.*** ERROR: For anim <fullanimation>, joint with CRC <0xd12d36d1> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x9b90d3af> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0xbc09665b> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0xbda966cd> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0xe354d72a> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0xae615d48> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x89f8e8bc> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0xcd7c235e> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x485e0235> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0xde9cb66> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x28d40609> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0xe5fe3854> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x6b7a69a0> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x573fe84> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x76239dfb> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x71ffd25f> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x11120f0b> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0xab7d5caa> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x5dd91007> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x33d08723> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x4080e45c> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0xc2790c8d> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x24e381ec> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x9e8cd24d> not found in basepose.

*** ERROR: Exiting because of error(s) processing animations.
What do they mean and how would I fix them?

Re: Custom Pistol Animation.

Posted: Wed Jan 23, 2013 6:31 pm
by LEO
You have to use the same skeleton in youre animation as in the basepose

Re: Custom Pistol Animation.

Posted: Wed Jan 23, 2013 6:33 pm
by Nedarb7
I imported the unit template bones, aren't they the same as the basepose?

Re: Custom Pistol Animation.

Posted: Wed Jan 23, 2013 6:34 pm
by LEO
no
IImport the basepose with andes importer then it'll work

Re: Custom Pistol Animation.

Posted: Wed Jan 23, 2013 7:56 pm
by kinetosimpetus
The unit template bones work fine. It's what everyone used before Ande's tool.

Re: Custom Pistol Animation.

Posted: Wed Jan 23, 2013 9:37 pm
by Nedarb7
I read the tutorial for the pandemic exporter which uses the unit template but the pandemic exporter doesn't work so I'm using ANDE's exporter. So your saying I should use the basepose, I'll try it.

Re: Custom Pistol Animation.

Posted: Wed Jan 23, 2013 10:53 pm
by Marth8880
ANDE's exporter exports normal bone chains perfectly fine; I exported (sort of) a unit a couple days ago with no issues whatsoever.

Re: Custom Pistol Animation.

Posted: Thu Jan 24, 2013 1:04 am
by kinetosimpetus
Marth8880 wrote:ANDE's exporter exports normal bone chains perfectly fine; I exported (sort of) a unit a couple days ago with no issues whatsoever.
I have as well.
Actually, today I've been exporting some anims and a basepose made from the unit template through the ZE tool, and the only issues I've had are my fault, not the software.

Re: Custom Pistol Animation.

Posted: Thu Jan 24, 2013 11:53 am
by LEO
I didnt sayed the Unit Template wont work. if you use the unit the template than you have to use it for all animations related to this person all right?
*** ERROR: For anim <fullanimation>, joint with CRC <0x28d40609> not found in basepose.
Thats self-explanatory.

Re: Custom Pistol Animation.

Posted: Thu Jan 24, 2013 1:12 pm
by kinetosimpetus
unit template beta, ZE tools template, skeleton I made from scratch... All will work interchangeably as long as the bones have the right names.

If there is an object in the animation, perhaps one of the roots or effectors, with an animation key, but the basepose doesn't have a key on that object, that object will crash.

To the OP: Check roots and effectors for keyframes, there should be none on them, but I know that was a common mistake for me when I started animating.

Re: Custom Pistol Animation.

Posted: Thu Jan 24, 2013 1:58 pm
by Nedarb7
Sorry but what are roots, effectors, and keyframes? (I've only been doing this for two days)

Re: Custom Pistol Animation.

Posted: Thu Jan 24, 2013 2:32 pm
by kinetosimpetus
Image

the "root_l_upperarm" and "eff_l_forearm" etc, objects shouldn't be keyframed (have an animations saved on them)

the red rectangle shows on the timeline where the selected object has a keyframe.

only bones and hp_weapons, and maybe DummyRoot should have keyframes, or the stock basepose will be missing the default info for the added object in the animation.

Re: Custom Pistol Animation.

Posted: Thu Jan 24, 2013 2:39 pm
by Nedarb7
Okay so root_bones and eff_bones got it. I'll see how it goes.

-EDIT-
Didn't work. Am I suppose to keep the geometry? Because before I wrote this topic I deleted the player geometry and realized the bones turned green instead of multiple colors. (No munge errors but I don't get a ZAT file after the munge)

Re: Custom Pistol Animation.

Posted: Thu Jan 24, 2013 4:38 pm
by LEO
It has to be enveloped. just follow the tuts please

Re: Custom Pistol Animation.

Posted: Thu Jan 24, 2013 5:35 pm
by Nedarb7
LEO wrote:It has to be enveloped. just follow the tuts please
What tutorials? I can only find one.
Maybe I forgot something in the mungers:
munge_animation.bat:
Hidden/Spoiler:
@REM called from $\Animations\type\subfolder\
@REM all params are passed to zenasset
@REM if there are more than 9 parameters to pass, you can enclose all params in double quotes
@setlocal

@set MUNGE_ROOT_DIR=..\..\..
@if "%MUNGE_BIN_DIR%"=="" (
@set MUNGE_BIN_DIR=%CD%\%MUNGE_ROOT_DIR%\..\ToolsFL\Bin
@set PATH=%CD%\%MUNGE_ROOT_DIR%\..\ToolsFL\Bin;%PATH%
)

zenasset /multimsh /writefiles %~1 > ZenAsset.log

@mkdir %MUNGE_ROOT_DIR%\%2\MUNGED
binmunge -inputfile *.zaa -chunkid zaa_ -ext zaabin -outputdir %MUNGE_ROOT_DIR%\%2\MUNGED\
binmunge -inputfile *.zaf -chunkid zaf_ -ext zafbin -outputdir %MUNGE_ROOT_DIR%\%2\MUNGED\
del *.zaa
del *.zaf
move *.anims %MUNGE_ROOT_DIR%\%2\MUNGED\
@endlocal
munge.bat:
Hidden/Spoiler:
@call ..\munge_animation.bat "/keepframe0 /dest 0pp.zaf" Sides\REP
munge.bat:
Hidden/Spoiler:
@REM munge.bat
@REM Calls %1\munge.bat for all animation subdirectories

@REM soldier animation banks
@call munge_subdir.bat SoldierAnimationBank\0pp
munge_subdir.bat:
Hidden/Spoiler:
@REM called from $\Animations
@if not exist %1 goto error

@set PWD=%CD%
@cd %1
@call munge.bat
@cd %PWD%
@goto end

:error
@echo ERROR: Animation sub-directory %1 does not exist!
:end
Any ideas?

Re: Custom Pistol Animation.

Posted: Thu Jan 24, 2013 5:59 pm
by AceMastermind
Nedarb7 wrote: munge.bat:
Hidden/Spoiler:
@REM munge.bat
@REM Calls %1\munge.bat for all animation subdirectories

@REM soldier animation banks
@call munge_subdir.bat SoldierAnimationBank\0pp
munge_subdir.bat:
Hidden/Spoiler:
@REM called from $\Animations
@if not exist %1 goto error

@set PWD=%CD%
@cd %1
@call munge.bat
@cd %PWD%
@goto end

:error
@echo ERROR: Animation sub-directory %1 does not exist!
:end
^Delete those, you don't need them.

@LEO
When you export an animation you only need to export the skeleton since the keys are on the bones and not the geometry.

Re: Custom Pistol Animation.

Posted: Thu Jan 24, 2013 6:04 pm
by kinetosimpetus
You don't need the clone trooper geometry. I remove it from the object hierarchy so it's not exported, but leave it in the scene so i can see the animation better.

Can you successfully munge an anim set using only stock animations?

Re: Custom Pistol Animation.

Posted: Thu Jan 24, 2013 6:08 pm
by Nedarb7
I think so. This is what happens when I munge my own:
1. I get the animation files in my sides munged folder
2. I add the lines to tha troopers
3. I test it
4. The game uses stock animation :?

-EDIT-
Found the problem :D . I was munging the animation sets from a different "data_***" once I used the one which contained the side it worked. (note: I did move the animation files to the real side folder when it wasn't working, I'm not that bad of a beginner :) )

Re: Custom Pistol Animation.

Posted: Sat Jan 26, 2013 5:57 am
by LEO
Sorry my misstake but you have to use the same skeleton for the animation that was used by the basepose

Re: Custom Pistol Animation.

Posted: Sat Jan 26, 2013 1:49 pm
by kinetosimpetus
So it works now?