When after creating a bone, you might notice that it creates a null and the bone in the hierachy, but notice what's different in the Official Skeleton
New Skeleton...
Moderator: Moderators
-
Qdin
- Old School Staff
- Posts: 2059
- Joined: Wed Feb 23, 2005 9:54 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
oh yeah, t551, maybe I sohld've reminded you about that problem
When after creating a bone, you might notice that it creates a null and the bone in the hierachy, but notice what's different in the Official Skeleton
that null gotta be the Child of the bone
I'm not even sure if it's mentioned anywhere, but it's just the problem 
When after creating a bone, you might notice that it creates a null and the bone in the hierachy, but notice what's different in the Official Skeleton
-
t551
- General

- Posts: 791
- Joined: Sat Jul 16, 2005 3:23 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
Qdin
- Old School Staff
- Posts: 2059
- Joined: Wed Feb 23, 2005 9:54 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
t551
- General

- Posts: 791
- Joined: Sat Jul 16, 2005 3:23 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Well, I got a list by looking in the human_0 through human_6 .anims files. The problem comes (I think) in the .odf, with SkeletonName = "******". In every shipped odf that I saw, this command is used as SkeletonName = "name of animation bank". When I use it that way, however, the game crashes.
The game does not crash, however, when I use SkeletonName = "name of mesh in animation bank". Im gonna mess around some more with the declarations for the skeletons and animation.
The game does not crash, however, when I use SkeletonName = "name of mesh in animation bank". Im gonna mess around some more with the declarations for the skeletons and animation.
-
t551
- General

- Posts: 791
- Joined: Sat Jul 16, 2005 3:23 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
YIKES! I changed the name of my animation bank to be one word, "infectionForm" (yes that's what I'm making), and put in a basepose .msh. I munged it, and now the map crashes on the sixth dot while loading, as opposed to the first time I see the soldier. BFront2.log doesn't say anything about it, so maybe the problem lies in my models.
