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Posted: Sat Aug 26, 2006 1:26 pm
by Qdin
oh yeah, t551, maybe I sohld've reminded you about that problem :roll:

When after creating a bone, you might notice that it creates a null and the bone in the hierachy, but notice what's different in the Official Skeleton :P that null gotta be the Child of the bone :wink: I'm not even sure if it's mentioned anywhere, but it's just the problem :wink:

Posted: Sat Aug 26, 2006 1:39 pm
by t551
Yeah, that's what I figured out.

Well, now I have a new problem, this time with the game. I think I need to put some more animations in my bank, perhaps it's crashing because it can't find them.

Posted: Sat Aug 26, 2006 1:58 pm
by Qdin
haha - and as I said, you don't have any idea of which animations you need :roll: you can't just make attack-animations without knowing where to call for the different animations. And when you know that, you can make new 'classes' for the attacks, and have a full list of what animations which should be :)

Posted: Sat Aug 26, 2006 2:02 pm
by t551
Well, I got a list by looking in the human_0 through human_6 .anims files. The problem comes (I think) in the .odf, with SkeletonName = "******". In every shipped odf that I saw, this command is used as SkeletonName = "name of animation bank". When I use it that way, however, the game crashes.

The game does not crash, however, when I use SkeletonName = "name of mesh in animation bank". Im gonna mess around some more with the declarations for the skeletons and animation.

Posted: Sat Aug 26, 2006 3:14 pm
by t551
YIKES! I changed the name of my animation bank to be one word, "infectionForm" (yes that's what I'm making), and put in a basepose .msh. I munged it, and now the map crashes on the sixth dot while loading, as opposed to the first time I see the soldier. BFront2.log doesn't say anything about it, so maybe the problem lies in my models.