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Converting .gla animations from Jedi Academy

Posted: Sun May 10, 2015 10:12 pm
by MileHighGuy
I'm converting a skeleton and animations from Jedi Academy to Star Wars Battlefront 2. I got the animations into XSI just fine (except they are all attached together). I exported a basepose.msh and an idle.msh animation, but the munger did not spit out the .anims, .zafbin, or .zaabin from them.

I looked and the basepose does match up with the animation. Here is my ZenAsset.log. What could be going wrong? It is not a human skeleton (but it has less than 64 bones). The parent to them is named scene_root instead of dummyroot but I don't think it matters (and I renamed the default XSI Scene_root so it does not conflict).
Hidden/Spoiler:
-- Processing directory C:\SWBF2_ModTools\BF2_ModTools\data_JNK\Animations\SoldierAnimationBank\raptor
Processing file basepose.msh, will save in .\\\raptor.zaf
*** WARNING: While correcting joint base pose matrices, no skin was found!
*** ERROR: No Skin model in MSH?
.*** ERROR: For anim <fullanimation>, joint with CRC <0xd46f132c> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0xf5a50e0b> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x92c69f58> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0xadb3ed30> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x1a65b6e4> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0xa5794593> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0xc075d436> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x386e6d6> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x13a49b3b> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x1c73c795> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0xaa35edee> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x54ebcb8c> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x93a4c258> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x19d8e57f> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x149bc3a6> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x105ade11> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x33c4582> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0xe7f635b> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0xabe7eec> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0xcd2d94f7> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0xc06eb22e> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0xc4afaf99> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x19b3333c> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0xf0ba6672> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0xe37187cb> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x690da0ec> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x644e8635> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x608f9b82> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x36cdcb65> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x3b8eedbc> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x3f4ff00b> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0xf8dc1a10> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0xf59f3cc9> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0xf15e217e> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0xc2a5b7de> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0xc5a8b627> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x97ea4ab1> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0xf79619eb> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x9af8b9ac> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0xf3aab77a> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x4cda7a7b> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x693363a8> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x64704571> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x67f60790> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x6ab52149> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x246c9463> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0xc5eff810> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0xaf09374b> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0xc65b399d> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0x792bf49c> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0xcd62ce56> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0xc021e88f> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0xc3a7aa6e> not found in basepose.
*** ERROR: For anim <fullanimation>, joint with CRC <0xcee48cb7> not found in basepose.
*** ERROR: For anim <fullanimation>, NO keyframes found, skipping

*** ERROR: Exiting because of error(s) processing animations.
EDIT: the basepose has a keyframe on 0 and 1 and that did not change anything.

EDIT: could it be because the JKA animations aren't made in the root + bone + effector style (whatever that is called) ?

Re: Converting .gla animations from Jedi Academy

Posted: Sun May 10, 2015 10:39 pm
by Marth8880
Make sure only the bones are keyed. None of the effs or roots can be keyed.

Re: Converting .gla animations from Jedi Academy

Posted: Sun May 10, 2015 10:41 pm
by MileHighGuy
Thats the thing. There aren't any roots or effectors. Just nulls that are animated. I will upload a screenshot.

EDIT:
Hidden/Spoiler:
Image

Re: Converting .gla animations from Jedi Academy

Posted: Mon May 11, 2015 7:23 pm
by minilogoguy18
You need to have a model weighed to the bones, that's 1 major error. You don't seem to understand much about animation in general and I don't have time to teach such things as I'm currently trying to do a total conversion for JA. The thing you're referring to is that the skeleton is not set up as a SI|3D chain which is the only type of bone chain SWBF2 takes but a null skeleton will work, you just can't use the XSI 2D/3D chain.

As far as that I can't help you much just because I don't remember much about modding this game, it's been quite a few years since I've done any modding on this engine.

If anyone though wants to help me reach my goals of making a KotOR 1/2 based space map I may be convinced to build a skeleton rig for this game using the unit template as a base to make easy animation like I did here.

https://www.youtube.com/watch?v=5cfTPSe4gek
https://www.youtube.com/watch?v=GomRkTTDMUk

Re: Converting .gla animations from Jedi Academy

Posted: Mon May 11, 2015 8:33 pm
by MileHighGuy
I do have the model weighted to a skeleton. I am just trying to export the animation by itself. Ive made animations with the normal swbf2 skeleton just fine.

Re: Converting .gla animations from Jedi Academy

Posted: Mon May 11, 2015 8:45 pm
by minilogoguy18
I dunno then, my knowledge on this despite being the first person to get animations working in this game has kinda faded, it's been so long I can't remember what might be causing your errors.

I also, on the other hand used the original Pandemic exporter with XSI 5.11 rather than the newer exporters you guys now have so I don't know if that could be causing problems. If I remember right the dialogue box's for the 2 exporters were quite different, both with different options.