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Flyer animations work in XSI but not in game

Posted: Thu Oct 09, 2014 9:43 pm
by JazzMaster
So Anakin has graciously been working on my clone z95 headhunter fighter for me and re-did the model completely and has added takeoff animation to it.

The problem is that the animations work in XSI, but in game, with the munged zaabin and zafbin files along with the .anims, the animations dont occur.

I tried exporting the animation myself with the bones added to basepose and takeoff dummyroots following the last few steps of this tutorial:
https://sites.google.com/site/swbf2modt ... tup-in-xsi

But when i tried opening the map that im using the flyer in, it crashed upon loading. I dont think you have to add the bones to animation sets, but it was worth a try.

Re: Flyer animations work in XSI but not in game

Posted: Fri Oct 10, 2014 2:08 am
by AceMastermind
Give us more details about your workflow and possibly some screenshots showing your progress when exporting these animations.

Re: Flyer animations work in XSI but not in game

Posted: Fri Oct 10, 2014 10:26 am
by Anakin
The model was made in XSI Mod Tool 7.5.
After the model was finished i added some NULLs, than i enveloped the model, the lowrez model, the colision model and the shadow model.
Export the model with the option Auto-Overwrite selected.

Next locked the current postion at frame 1 and 2. remove the models and than i exported only the NULLs with the options Auto-Overwrite and Export Animation selected. Named it basepose.msh

Undo the remove of the models, made the takeoff animation (12 frames, all frames 1 to 12 are locked for each NULL). removed the models again, exported only the NULLs with the same options as before. Named it take_off.msh.

I put the basepose.msh and take_off.msh in an folder cllaed rep_fly_z95, munged it and got the animation files rep_fly_z95.anims rep_fly_z95.zaabin rep_fly_z95.zafbin. They are all 1KB big


binmunge.log:

Code: Select all

Logging BinMunge
16:23:0810/08/14
   0 Errors    0 Warnings

ZenAsset.log:

Code: Select all

-- Processing directory C:\BF2_ModTools\data_000\Animations\Vehicle\rep_fly_z95
	Processing file basepose.msh, will save in .\\\rep_fly_z95.zaf
*** WARNING: While correcting joint base pose matrices, no skin was found!
*** ERROR: No Skin model in MSH?
.

Re: Flyer animations work in XSI but not in game

Posted: Fri Oct 10, 2014 10:32 am
by AceMastermind
Anakin wrote:Named it take_off.msh.
It should be named takeoff.msh, no underscore, the engine doesn't know what take_off is.

Re: Flyer animations work in XSI but not in game

Posted: Fri Oct 10, 2014 10:50 am
by Anakin
:oops: that was the problem. I don't know why i thought it should be named take_off

Re: Flyer animations work in XSI but not in game

Posted: Fri Oct 10, 2014 11:04 am
by JazzMaster
Okay it works now, the misspelling of the takeoff.msh was the culprit. I still dont understand why when i tried exporting the animations it would crash the game, as i also tried renaming it to just takeoff instead of take_off.

I'm using Mod Tools 7.5 with the ZEtools exporter.

I imported the model and then imported the animationsets. I am able to play through and watch the animation in XSI successfully.

For the basepose and takeoff, i branch select the orginal dummyroot and duplicate, but delete everything (hardpoints, meshes) except for the bones and rename the dummy as basepose and do the same for the takeoff.

when exporting the base pose, i branch select its dummyroot, i set the first frame to zero, and the last frame to 1 set the animation to the beginning (0) like it says in the tutorial i linked in the original post. In the export window, i check the "export animation" and "current frame as basepose" boxes. Then i export.

For takeoff, i branch select and set the first frame to 1 and the last frame to the last one possible (100 in this case) and set the animation to the beginning frame. I only check the "export animation" box and then export.

I put them in my maps animation folder and munge to get the anims zafbin and zaabin files and munge my side. it crashes the game.

Re: Flyer animations work in XSI but not in game

Posted: Fri Oct 10, 2014 12:45 pm
by AceMastermind
The tutorial you used assumed you were using the Pandemic Tools, ZETools is slightly different but gets the same result. You don't need to branch select when using ZETools, just select the root node (dummyroot) and export.
JazzMaster wrote:For the basepose and takeoff, i branch select the orginal dummyroot and duplicate... and rename the dummy as basepose and do the same for the takeoff.
This is probably the source of your crashing, you shouldn't rename anything at this stage.
You also don't have to duplicate the hierarchy, you can't have a duplicate hierarchy in the same scene anyway unless they are under different model nulls or else the software will rename each node. Save your scene then delete the geometry from the hierarchy, export the basepose and animations then Undo to get the geometry back or just reload the saved scene.