Animation Framerate Problem

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Noobasaurus
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Animation Framerate Problem

Post by Noobasaurus »

My animations were munging fine, and then all of a sudden I get a bunch of errors saying my framerate is off. ZenAsset file:

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.*** WARNING: Animation <crazy_sabre_stand_attack1a_end_full> has a framerate <29.970030> that isn't 30fps.  Framerate correction code has not been done yet.
I also get

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*** 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?
a few times and

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*** ERROR: For anim <fullanimation>, joint with CRC <0x5a117b1> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x810dd824> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0xb37439df> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x8629b159> not found in basepose.
So, what did I do wrong?
FragMe!
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Re: Animation Framerate Problem

Post by FragMe! »

The first two you don't have to worry about although the first one is an easy fix go in and set the playout framerate to 30 FPS
Down by the palyback control is a tab called Playback, click on it then in the pop up click on Playback options and change the format to 30 FPS.
The last set of errors are because you have a weighted bone or null that is not in the basepose.
Actually by the looks of it you have 4 things.

General rule: you can have less bones weighted than the basepose but not more.
Noobasaurus
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Re: Animation Framerate Problem

Post by Noobasaurus »

FragMe! wrote:go in and set the playout framerate to 30 FPS
Go into a 3D object editor? These are the stock animations, so they should work fine.
FragMe! wrote:The last set of errors are because you have a weighted bone or null that is not in the basepose.
So my basepose is not matching my animations, got it. Well then, how did I mix and match different jedi's animations before?
FragMe! wrote:General rule: you can have less bones weighted than the basepose but not more.
I don't really understand that, but ok...
FragMe!
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Re: Animation Framerate Problem

Post by FragMe! »

The animation will work fine, I was just indicating a way to get rid of the error (based on the assumption you were doing custom animations in XSI which I get the feeling you aren't)

If you have a look at the munge.bat file for the marksperson it has a debug switch in there which
if you include it in your munge.bat will create a .zat file. In there it will show you the CRC numbers for the bones so at least you can find out which ones it doesn't like.

To explain the last part
Should really have said keyframes as opposed to envelope as animation msh's are bones only anyway.
In a basepose say you had bone_head, bone_neck and bone_body but in one of the animations you decide the person is not going to move the head at all so you only animated the bone_neck and bone_body the exported msh animation file will only indicate those two bones as having keyframes. Now if you tried to have a basepose that didn't have a keyframe on bone_head but you animation did it would give you the CRC errors because since there is no keyframe it is not an animatable bone. I know it sound convoluted but after having many instances of hair pulling over this errror I finally figured it out.

So the end result is every bone in your model should have at least one keyframe (this includes bone_root and dummyroot if applicable) that way whether or not you use them in subsequent animations at least there and you won't get errors.
Noobasaurus
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Re: Animation Framerate Problem

Post by Noobasaurus »

The animation doesn't munge.

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*** ERROR: Exiting because of error(s) processing animations.
I added the debug part but it doesn't munge. It used to not munge at all, but then I got it fixed, but then I copied everything over to a new folder and apparently it's having some problems. In short: I got it working but then it stopped working when copied.
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