Tri-droid animations

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ForceMaster
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Tri-droid animations

Post by ForceMaster »

Hi, I'm new at this to make animations for things and especially as a walker but I managed to make an animation for a flying time myself to make animations for my model of tri-droid.

I basically made one animation with all parties mentioned by ACE on the topic of discussion about walkers, a series of animations that complete gait cycle in a single scene. I have 120 frames distributed as follows:

1-20 idle_to_righfoot
21-40 walk_righfoot_leftfoot
41-60 walk_leftfoot_rightfoot
61-80 rightfoot_to_idle
81-100 idle_to_leftfoot
101-120 leftfoot_to_idle

and in other scenes have:

1.10 death01
11-60 idle (exported as looping animation)
61-90 turnl

and another:

1-30 turnr.

I have plot all animations and set linear interpolation:

Well, I exported these animations using the Pandemic's addon selecting the options as follow pic:
Image

for basepose placed at the ends of the tape in XSI frames 0 and 1 for the other I used the start and end frames of animation as noted above.

This is a picture of the hierarchy I have for the bones:
Hidden/Spoiler:
Image
In the hierachy appears a 4th leg that is not animates, is only for have two leg pairs in ODF.

ok, now wen i tried to compile the animations in the corect folder I have this ZenAsset.txt
Hidden/Spoiler:
[code]-- Processing directory C:\BF2_ModTools\data_CRP\Animations\vehicle\cis_walk_tridroid
Processing file basepose.msh, will save in .\\\cis_walk_tridroid.zaf
*** 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?
.*** WARNING: Animation <death01> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet
*** ERROR: For anim <fullanimation>, joint with CRC <0x4446e9b8> not found in basepose.
.*** WARNING: Animation <idle> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet
*** ERROR: For anim <fullanimation>, joint with CRC <0x4446e9b8> not found in basepose.
.*** WARNING: Animation <idle_to_leftfoot> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <80> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <80> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <80> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <80> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <80> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <80> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <80> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <80> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <80> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <80> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <80> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <80> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <80> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <80> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <80> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <80> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <80> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <80> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <80> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <80> -- truncating
.*** WARNING: Animation <idle_to_rightfoot> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet
.*** WARNING: Animation <leftfoot_to_idle> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <100> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <100> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <100> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <100> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <100> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <100> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <100> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <100> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <100> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <100> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <100> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <100> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <100> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <100> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <100> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <100> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <100> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <100> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <100> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <100> -- truncating
.*** WARNING: Animation <rightfoot_to_idle> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <60> -- truncating
.*** WARNING: Animation <turnl> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet
*** WARNING: For anim <fullanimation>, endframe <31> is less than beginframe <60> -- truncating
*** ERROR: For anim <fullanimation>, joint with CRC <0x4446e9b8> not found in basepose.
*** WARNING: For anim <fullanimation>, endframe <31> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <31> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <31> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <31> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <31> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <31> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <31> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <31> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <31> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <31> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <31> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <31> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <31> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <31> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <31> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <31> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <31> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <31> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <31> is less than beginframe <60> -- truncating
*** WARNING: For anim <fullanimation>, endframe <31> is less than beginframe <60> -- truncating
.*** WARNING: Animation <turnr> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet
.*** WARNING: Animation <walk_leftfoot_rightfoot> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <40> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <40> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <40> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <40> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <40> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <40> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <40> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <40> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <40> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <40> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <40> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <40> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <40> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <40> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <40> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <40> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <40> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <40> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <40> -- truncating
*** WARNING: For anim <fullanimation>, endframe <21> is less than beginframe <40> -- truncating
.*** WARNING: Animation <walk_rightfoot_leftfoot> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet

*** ERROR: Exiting because of error(s) processing animations.
[/code]
then i chech the CIS side and not have .ANIMS and Zaafbin etc...

Wath I doing wrong? thans again for helpme.
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DarthD.U.C.K.
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Re: Tri-droid animations

Post by DarthD.U.C.K. »

*** ERROR: For anim <fullanimation>, joint with CRC <0x4446e9b8> not found in basepose.
*** WARNING: For anim <fullanimation>, endframe <31> is less than beginframe <60> -- truncating

the first error means that it cant find a bone in the basepose thats in an animation
the second error could be cause by having "multiple anims" in one scene
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Re: Tri-droid animations

Post by ForceMaster »

ok, is possible "cut" an anims from scene to paste in another?
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Re: Tri-droid animations

Post by DarthD.U.C.K. »

delete all "anims" but one and save it as new scene the set the anims first frame to 1 and the last to how long your anim is
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Re: Tri-droid animations

Post by ForceMaster »

Thanks Friend!

I fix the errors in the ZenAsset.txt (but i have some warnings in it), now i add the walker to the game, it appears in the idle anims but when i come into it the game stoped, only it, I have not Brofnt2 erros about it.

This is my actual ODF:
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel = "walker"
GeometryName = "cis_walk_tridroid.msh"


[Properties]

//***********************************************
//*********** VEHICLE VALUES AND INFO *********
//***********************************************

WALKERSECTION = "BODY"

NoCombatInterrupt = "1"
ReserveOneForPlayer = "0"
CockpitTension = 15
//ForceMode = "2"

VehiclePosition = "common.vehiclepositions.pilot"

ExplosionName = "cis_walk_tridroid_exp"
ExplosionOffset = "0.0 12.46 0.0"

\\DeathAnimationExplosion = "small_explosion"
DeathAnimationExplosion = "imp_sfx_atat_explosion"
DeathAnimationExplosionTime = "1.5"

FinalExplosion = "cis_walk_tridroid_finalexp"
FinalExplosionOffset = "1.97 0.0 11.43"

GeometryName = "cis_walk_tridroid"
AnimationName = "cis_walk_tridroid"

//FirstPerson = "IMP\impATAT;imp_1st_cockpit_atat"
FirstPersonFOV = "53"

MaxHealth = "5000.0"

//***********************************************
//*********** MOVEMENT VALUES *****************
//***********************************************

Acceleraton = "1.0"
MaxSpeed = "5.0"
MaxStrafeSpeed = "0.0"
MaxTurnSpeed = "0.4"

PCMaxYawSpeed = 1.0
PCMaxTurnSpeed = 1.0
PCPitchRate = .6

PitchRate = 0
PitchFilter = 0
TurnRate = 0
TurnFilter = 0

StoppedTurnSpeed = "0.05"
ForwardTurnSpeed = "0.03"
TurnThreshold = "0.35"


//***********************************************
//*********** VISUAL EFFECTS ******************
//***********************************************

DeathShakeDelay = "3.5"
DeathShakeForce = "1.0"
DeathShakeDuration = "1.0"
DeathShakeRadius = "5.0"

//***********************************************
//*********** WEAPONS TRIDROID ****************
//***********************************************

EyePointOffset = "0.0 8.0 0.0"
TrackCenter = "0.0 12.0 0.0"
TrackOffset = "0.0 0.0 10.0"
TiltValue = "5.0"

PitchLimits = "-20.0 20.0"
YawLimits = "-90.0 90.0"

AISizeType = "MEDIUM"


WEAPONSECTION = "1"

WeaponName = "cis_weap_hover_stap_cannon"
WeaponAmmo = "0"

HierarchyLevel = "1"
AimerYawLimits = "-360.0 360.0"
AimerPitchLimits = "0.0 0.0"
AimerNodeName = "aimer_head"

NextAimer = "-"

AimerYawLimits = "-360.0 360.0"
AimerPitchLimits = "-25.0 25.0"
AimerNodeName = "aimer_y"
FirePointName = "hp_fire"


WEAPONSECTION = "2"

WeaponName = "cis_weap_walk_spider_beam"
WeaponAmmo = "0"

HierarchyLevel = "1"
AimerYawLimits = "-360.0 360.0"
AimerPitchLimits = "0.0 0.0"
AimerNodeName = "aimer_head"
FireOutsideLimits = "1"

NextAimer = "-"

AimerYawLimits = "-360.0 360.0"
AimerPitchLimits = "-25.0 25.0"
AimerNodeName = "aimer_y"
FirePointName = "hp_fire"
FireOutsideLimits = "1"



//***********************************************
//*********** ANIMATION VALUES ****************
//***********************************************

LegPairCount = "2"

WalkerLegPair = "front_legs"

LegBoneLeft = "bone_9"
LegBoneRight = "bone_5"

LegBoneTopLeft = "bone_9"
LegBoneTopRight = "bone_5"

TerrainLeft = "p_-tvs-foot1"
TerrainRight = "p_-tvs-foot2"

FootBoneLeft = "bone_11"
FootBoneRight = "bone_7"

WalkerLegPair = "back_legs"

LegBoneLeft = "bone_12"
LegBoneRight = "bone_1"

LegBoneTopLeft = "bone_12"
LegBoneTopRight = "bone_1"

TerrainLeft = "p_-tvs-foot3"

FootBoneLeft = "bone_14"
FootBoneRight = "bone_3"

//***********************************************
//*********** COLLISION VALUES ****************
//***********************************************
TerrainCollision = "p_-tvs-foot1"
TerrainCollision = "p_-tvs-foot2"
TerrainCollision = "p_-tvs-foot3"

VehicleCollision = "p_-vso-head"
VehicleCollision = "p_-vso-pelvis"

VehicleCollision = "p_-vso-leg1up"
VehicleCollision = "p_-vso-leg1med"
VehicleCollision = "p_-vso-leg1sm"
VehicleCollision = "p_-vso-leg1foot"

VehicleCollision = "p_-vso-leg2up"
VehicleCollision = "p_-vso-leg2med"
VehicleCollision = "p_-vso-leg2sm"
VehicleCollision = "p_-vso-leg2foot"

VehicleCollision = "p_-vso-leg3up"
VehicleCollision = "p_-vso-leg3med"
VehicleCollision = "p_-vso-leg3sm"
VehicleCollision = "p_-vso-leg3foot"

SoldierCollision = "p_-vso-head"
SoldierCollision = "p_-vso-pelvis"

SoldierCollision = "p_-vso-leg1up"
SoldierCollision = "p_-vso-leg1med"
SoldierCollision = "p_-vso-leg1sm"
SoldierCollision = "p_-vso-leg1foot"

SoldierCollision = "p_-vso-leg2up"
SoldierCollision = "p_-vso-leg2med"
SoldierCollision = "p_-vso-leg2sm"
SoldierCollision = "p_-vso-leg2foot"

SoldierCollision = "p_-vso-leg3up"
SoldierCollision = "p_-vso-leg3med"
SoldierCollision = "p_-vso-leg3sm"
SoldierCollision = "p_-vso-leg3foot"

BuildingCollision = "p_-vso-head"
BuildingCollision = "p_-vso-pelvis"

BuildingCollision = "p_-vso-leg1up"
BuildingCollision = "p_-vso-leg1med"
BuildingCollision = "p_-vso-leg1sm"
BuildingCollision = "p_-vso-leg1foot"

BuildingCollision = "p_-vso-leg2up"
BuildingCollision = "p_-vso-leg2med"
BuildingCollision = "p_-vso-leg2sm"
BuildingCollision = "p_-vso-leg2foot"

BuildingCollision = "p_-vso-leg3up"
BuildingCollision = "p_-vso-leg3med"
BuildingCollision = "p_-vso-leg3sm"
BuildingCollision = "p_-vso-leg3foot"

OrdenanceCollision = "p_-vso-head"
OrdnanceCollision = "p_-vso-pelvis"

OrdnanceCollision = "p_-vso-leg1up"
OrdnanceCollision = "p_-vso-leg1med"
OrdnanceCollision = "p_-vso-leg1sm"
OrdnanceCollision = "p_-vso-leg1foot"

OrdnanceCollision = "p_-vso-leg2up"
OrdnanceCollision = "p_-vso-leg2med"
OrdnanceCollision = "p_-vso-leg2sm"
OrdnanceCollision = "p_-vso-leg2foot"

OrdnanceCollision = "p_-vso-leg3up"
OrdnanceCollision = "p_-vso-leg3med"
OrdnanceCollision = "p_-vso-leg3sm"
OrdnanceCollision = "p_-vso-leg3foot"

VOUnitType = 50
StompDetectionType = "1"
FootstepSound0 = "com_weap_layered_at_step"
FootstepSound1 = "com_weap_layered_at_step"
FootstepSound2 = "com_weap_layered_at_step"
FootstepSound3 = "com_weap_layered_at_step"
HydraulicSound = "atst_leg_up"
HydraulicSoundHeight = "0.5"
HydraulicLowerSound = ""
//HydraulicLowerHeight = "0.5"
HurtSound = ""
DeathSound = "com_weap_obj_med_exp"
//AllMusic = "all_vehicle"
ImpMusic = "imp_vehicle"
MusicSpeed = "0.0"
MusicDelay = "5.0"
EngineSound = "atst_engine_parameterized"
TurnOnSound = ""
TurnOnTime = "1.0"
TurningOffSound = ""
TurnOffSound = ""
TurnOffTime = "1.0"
[/code]
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Re: Tri-droid animations

Post by FragMe! »

That is the fun part about animation crashes, they just crash and they don't tell you why.
All you can really do is make sure that your animations are correct and try again.
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Re: Tri-droid animations

Post by ForceMaster »

have something to do this?

*** WARNING: For anim <fullanimation>, endframe <31> is less than beginframe <60> -- truncating


if so, how can I cut the previus frames where it starts and then export an animation from frame 1?

EDIT:
DarthD.U.C.K. previously has said that delete the previous frames , but I do not know how to position the frame 21 (example) as number 1.
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Re: Tri-droid animations

Post by AceMastermind »

ForceMaster wrote:...how can I cut the previus frames where it starts and then export an animation from frame 1?

EDIT:
DarthD.U.C.K. previously has said that delete the previous frames , but I do not know how to position the frame 21 (example) as number 1.
http://softimage.wiki.softimage.com/xsi ... meline.htm

You can also just hold shift and select your keys then middle click and drag to move them all elsewhere on the timeline.
http://softimage.wiki.softimage.com/xsi ... meline.htm


Save your original scene as a new scene (save a new one for each animation state) and delete all animation states in the scene except 1 then set that animation's first frame to 1 and the last to how long your animation is
If you want to export multiple animation states in the same scene:


1. Store an action clip for each animation state
  • Animate module>Actions>Store>Transformations - All Sources
  • In the ppg:
    • For KeyMode select Copy/Cut Keys
      Give your new action a name (preferably the name of the animation state)
      Set your start (Default in) and end (Default out) frames for the state that you're storing
      Press OK
2. In an Explorer window (hotkey 8) expand the hierarchy until you see the Model Mixer Container
  • Your clips are stored under Mixer>Sources>Animation
3. Select a clip then Apply>Action
  • Animate module>Actions>Apply>Action
4. Adjust the animation by cutting and pasting the keys on the timeline so that the first frame of animation is on Frame 1
5. Export your animation

Repeat steps 3,4,5 for each animation state
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Re: Tri-droid animations

Post by ForceMaster »

:bowdown: thanks! many thanks!!!!

now, the animations have not errors and not warnings. I fix the frame rate.

works fine for the follow anims:
idle,
turnl,
turnr,
death01,
leftfoot_to_idle,
rightfoot_to_idle,

BUT...

walk_rightfoot_leftfoot and walk_leftfoot_rightfoot not works, or works very acelerated and the tri-droid not walk, only turn.

I.E: is the same problem that happened me with the dwarf spider in the making of CRP.
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Re: Tri-droid animations

Post by FragMe! »

On the leftfoot rightfoot parts you actually have to move the bone_root or was it dummyroot I can't quite remember of the top of my head (or grounddummy which ever one is just above bone_root in the tree) forward at what would be a normal stepping distance and key frame it.

So at keyframe 1 would obviously be at the start of the animation, last keyframe would be where the bone_root ended up to look like a normal foot slide if you know what I mean. Try it and you should see what I am talking about.

If your model stretches oddly while moving the bone_root forward, meaning the feet stay in one location but the middle moves forward then transition the null right above bone_root.
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Re: Tri-droid animations

Post by ForceMaster »

OMG!!! WORKS! it can walk but very, VERY VERY fast..... is the frame rate? it is in 30.

Every anims have 21 key frames.
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Re: Tri-droid animations

Post by FragMe! »

That is the one part I haven't totally figured out yet :funny2:


Edit:
Just as a FYI the walk_rightfoot_leftfoot for the atte uses 46 frames.
And for the ATAT walk_rightfoot_leftfoot_leftup takes 81 frames
so don't limit yourself to 21 frames
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Re: Tri-droid animations

Post by ForceMaster »

:funny2: Well, I expected you to know that happens :(

Ok, If I have 30 frames in turnl and turnr and it works fine... Why 21 frames in walk_righfoot_leftfoot and walk_leftfoot_rightfoot works very fast? well is a mystery. :roll:

NOW, I was experiencing increasing animation frame rate from 30 to 120 and this rises to 84 Keyframes and gives the appearance of slowness. If I export these animations so there is no problem? or another option:

can I multiply the number of keyframes in the timeline without affecting the animation and frame rate? and thanks for helping friends, are a great team!
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Re: Tri-droid animations

Post by DarthD.U.C.K. »

ForceMaster wrote: NOW, I was experiencing increasing animation frame rate from 30 to 120 and this rises to 84 Keyframes and gives the appearance of slowness. If I export these animations so there is no problem? or another option:

can I multiply the number of keyframes in the timeline without affecting the animation and frame rate? and thanks for helping friends, are a great team!
increasing an anims frames from 30 to 120 will make them extremely slow (the shippedrunanim is 20 frames long and the idle 60 frames...)

what do you mean with multiplying kexframes(or better: what do you try to do?)?
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Re: Tri-droid animations

Post by ForceMaster »

I.E. not the number of keyframes (it is 21), increasing the framerate from 30 to 120 it have a long of 84 keyframes. Can I export these anims with a framerate 120 without problems ingame?

Multiply the keyframes, make long my anims.
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Re: Tri-droid animations

Post by FragMe! »

The frame rate needs to be either 29.97 or 30 frames per second.

You can increase the length of an animation from 21 to say 42. This is best done in the dope sheet mode of the animation editor. It is as easy as dragging the end of the animation from frame 21 to frame 42 and with ripple on it will automatically adjust all the keyframes so it is still the same animation just taking place over more frames. Have a look in the XSI help under dope sheet to find out how exactly to do it.
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Re: Tri-droid animations

Post by AceMastermind »

You can scale up your animation length in the timeline as well, just hold shift and region select your keys then place your cursor just before the end of the animation or selection (your cursor will change to a vertical line with an arrow pointing towards the right) then middle click and drag the cursor to the right to scale the length of animation for the selected region of keys.

Don't worry about the ripple settings since that only affects keys outside of the animation you're scaling and there shouldn't be any keys there in this case anyway.

http://softimage.wiki.softimage.com/xsi ... meline.htm
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Re: Tri-droid animations

Post by ForceMaster »

THANKS, THANKS, MANY THANKS!!!

:roll: Sorry for delete the previus post friends, but i have an final question:

I make an anim named "reload", is a new bone in the hierachy named "bone_head", it make turn the head of tri droid. well, my question: is possible enable this anim for the weapons in the odf?

I.E. The Tridroid soot (only one shoot, i mean it can be fix with "ShootsPerSalvo" and "ReloadTime") them, it turn the head 120º to the right. the anim looks like the tri droid turn always the cannons.
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Re: Tri-droid animations

Post by DarthD.U.C.K. »

no, walkers dont have a reload state..
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Re: Tri-droid animations

Post by ForceMaster »

Ok, well :roll: , i thik that these anim can be included in walk_righfoot_leftfoot and walk_leftfoot_rightfoot. I will try it. so, thanks aniways.
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