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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
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

that null gotta be the Child of the bone

I'm not even sure if it's mentioned anywhere, but it's just the problem

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

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.