R2D2 anims
Moderator: Moderators
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
Re: R2D2 anims
did you munge the anims properly etc?
-
ForceMaster
- Lieutenant General

- Posts: 737
- Joined: Fri Aug 08, 2008 11:27 pm
- Projects :: Tron The Grid
- xbox live or psn: No gamertag set
- Location: C:\Program Files\ForceMaster\Bin\ForceMaster.exe
Re: R2D2 anims
this is my ZenAsset.txt
I think that it is correct. after it, I munge the Anims with the munge.bat with this lines:
My odf,
rep_inf_r2d2
rep_inf_default_droid
Code: Select all
-- Processing directory C:\BF2_ModTools\data_CRP\Animations\SoldierAnimationBank\r2d2
Processing file basepose.msh, will save in .\\\r2d2.zaf
*** WARNING: Bone <bone_rootB> may be a floating bone
*** 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 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 UVs?
*** WARNING: Skin model segment 0 has too many/few vert colors?
..
Code: Select all
@REM munge.bat
@REM Calls %1\munge.bat for all animation subdirectories
@REM soldier animation banks
@call munge_subdir.bat SoldierAnimationBank\r2d2rep_inf_r2d2
Hidden/Spoiler:
Hidden/Spoiler:
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
Re: R2D2 anims
hmm maybe it doesnt like the numbers in the animname :-/
-
FragMe!
- Gametoast Staff

- Posts: 2244
- Joined: Sat May 13, 2006 12:34 am
- Projects :: Not sure keep changing my mind.
- xbox live or psn: No gamertag set
- Location: Origin name GT_FragMe
- Contact:
Re: R2D2 anims
the bone_rootB bone is that the top bone (parent) of the skeleton hierachy?
Perhaps post as screen shot of the skeleton hierarchy as seen in the xsi explorer.
As well some other info I have found out from doing animation exports, the bone_root doesn't get included in the enveloping process but both it and sometimes the dummyroot (depending on what is being animated unit or vehicle) need to have at least 1 keyframe but if you do frames 0, 1 and the last frame on either transition or rotation it is usual good enough.
Perhaps post as screen shot of the skeleton hierarchy as seen in the xsi explorer.
As well some other info I have found out from doing animation exports, the bone_root doesn't get included in the enveloping process but both it and sometimes the dummyroot (depending on what is being animated unit or vehicle) need to have at least 1 keyframe but if you do frames 0, 1 and the last frame on either transition or rotation it is usual good enough.
-
ForceMaster
- Lieutenant General

- Posts: 737
- Joined: Fri Aug 08, 2008 11:27 pm
- Projects :: Tron The Grid
- xbox live or psn: No gamertag set
- Location: C:\Program Files\ForceMaster\Bin\ForceMaster.exe
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
Re: R2D2 anims
all the new bones must be child of the original boneroot
