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Re: Robby Can Walk (new walker animation)
Posted: Fri Mar 06, 2009 1:47 pm
by minilogoguy18
So that mesh is parent to all the bones but its transforms have been frozen so that means its world origin is at 0,0,0. I'll have to look over the at-pt again and see whats up but I must have done something wrong with the hierarchy since it seems to spawn under the ground.
Re: Robby Can Walk (new walker animation)
Posted: Fri Mar 06, 2009 2:29 pm
by FragMe!
Yes I froze it prior to parenting it to the rest of the skeleton.
Re: Robby Can Walk (new walker animation)
Posted: Sat Mar 07, 2009 9:46 pm
by HobGoblin_264
The first model i thought that could use this was a Cp30 model haha. Congrats on finally figuring it out, this is a big step in modding this game.
Re: Robby Can Walk (new walker animation)
Posted: Tue Mar 10, 2009 11:41 am
by FragMe!
Mini and others who are trying to make walkers, found something out by looking at the .zat files that I recently discovered, see modding topic. To get the forward movement they are actually transitioning the dummyroot along the Z axis and not the bone_root (as I had done for Robby)On the walk_leftfoot_rightfoot & walk_rightfoot_leftfoot and on the idle_to_leftfoot but only half as far as the walkcycle all of which start at 0,0,0. idle_to_rightfoot they don't move it, don't know why.
For the leftfoot_to_idle and rightfoot_to_idle they start at a negative value and move towards 0,0,0.
Hope that helps a bit.
Just had a look they do the same thing for human animations too.
Re: Robby Can Walk (new walker animation)
Posted: Wed Mar 11, 2009 10:24 am
by minilogoguy18
Well I always knew that the dummyroot is what is translated along the ground to make it move but still for some reason my walker was not on the map anywhere.
Re: Robby Can Walk (new walker animation)
Posted: Wed Mar 11, 2009 10:42 am
by FragMe!
Just curious, have you tried changing the bone_root from a null to geometry yet?
If you are willing I could try putting it in game to see if I can tell where it is going.
Re: Robby Can Walk (new walker animation)
Posted: Wed Mar 11, 2009 11:06 pm
by minilogoguy18
I never bothered with it cause I'm using 6.01 and there's no more 5 trial downloads since autodesk took over (hates autodesk) so I can't temp install that to make mine work. The bone_root is geometry but its transforms are in its cog, that's how I always made all the animated flyers. I can give you the side, but you must never reverse engineer it, just get it working.
Re: Robby Can Walk (new walker animation)
Posted: Thu Mar 12, 2009 10:04 am
by FragMe!
Have no fear I have no desire or enthusiasm to reverse engineer anyones work.
But I will note that would need the unmunged side so I can play with odf settings if required otherwise if it is just the munged side it would be nothing more than saying yup your right it doesn't show up.
So it is up to you, if you'd like for me to have a look send me a link in a PM
Re: Robby Can Walk (new walker animation)
Posted: Thu Mar 19, 2009 1:40 am
by Jaspo
Yep, I realize how hard it is. It takes a long time to get animations to look natural. I've taken college courses on the stuff. The best animated model I made was Mega Man. my best animation was a swordfight between two lego men, which didn't use soft bodies at all (I think that's what it's called anyway...they were just animated at the joints, no envelopes.) Mega Man is soft 'n stretchy, I just never animated him a whole lot. Unfortunately, these were made with the educational version of 3DS Max and therefore are worthless for using in anything.
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