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Zen Asset error
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MsHwIz
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Zen Asset error
I am giving the Foundations 5.11 a try and when I munge my basepose and animations for my 9pose animation set I get these errors which I think have something to do with the way I was exporting.
Thanks in advance.
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FragMe!
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Re: Zen Asset error
Are you using a shipped basepose or one you created?
Those errors are obviously because it can't find all the bones listed in one file. You have to make sure all the bone names are the same in both files and that they have at least 1 keyframe. The keyframe is how it determines it is a joint especially mesh items like bone_root and bone_pelvis as well as nulls.
Now here is another thing to note most if not all shipped baseposes units and vehicles alike have a keyframe on the dummyroot. The dummyroot is what will transition the unit/vehicle (walkers)forward but on a 9pose it is also keyed.
From experience I know that <0x4446e9b8> is the dummyroot
If you add the colored text to your munge.bat file it will print out a .zat file (unless the munge stops on errors) which you can then look at with any text editor you can find out the name of the bones that are giving you the CRC error.
@call ..\munge_animation.bat "/keepframe0 /dest marksperson.zaf /comp_debug 0 /debug" Sides/ALL
If you are using a stock basepose put the msh file of the animation you took it from (renaming or removing your animation msh file) to get a good copy of the .zat that way you can find the crc numbers as well.
If you are using you own basepose copy it and rename it to the name of your 9pose just to get a valid .zat as well.
Hope this helps
Those errors are obviously because it can't find all the bones listed in one file. You have to make sure all the bone names are the same in both files and that they have at least 1 keyframe. The keyframe is how it determines it is a joint especially mesh items like bone_root and bone_pelvis as well as nulls.
Now here is another thing to note most if not all shipped baseposes units and vehicles alike have a keyframe on the dummyroot. The dummyroot is what will transition the unit/vehicle (walkers)forward but on a 9pose it is also keyed.
From experience I know that <0x4446e9b8> is the dummyroot
If you add the colored text to your munge.bat file it will print out a .zat file (unless the munge stops on errors) which you can then look at with any text editor you can find out the name of the bones that are giving you the CRC error.
@call ..\munge_animation.bat "/keepframe0 /dest marksperson.zaf /comp_debug 0 /debug" Sides/ALL
If you are using a stock basepose put the msh file of the animation you took it from (renaming or removing your animation msh file) to get a good copy of the .zat that way you can find the crc numbers as well.
If you are using you own basepose copy it and rename it to the name of your 9pose just to get a valid .zat as well.
Hope this helps
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MsHwIz
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Re: Zen Asset error
ohhhhh so all I needed was the basepose to have a keyframe...(I was using the Unit_template)
Thanks for the answer
Thanks for the answer
