Hi, I'm working on animations for my model but I used bone instead of nulls because of the complexity of the movements of the legs, I did a test exporting animation "idle " and my model as an animatedprop in the game but all the bones deform and return to 0 - 0 - 0, ie, appear as if they had not been moved in XSI. there any way to fix this? I need work ONLY with nulls? there any way to create a hierarchy of nulls where they use one of the nulls like the effector function?
Thanks!
Bones not work ingame
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ForceMaster
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Re: Bones not work ingame
did you freeze all transforms before exporting? if you didnt, i would think thats the problem.
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FragMe!
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Re: Bones not work ingame
Okay so you have done these steps.
Export your model, including the actual mesh, in the basepose stand. This would go to the msh directory.
Export just the skeleton in the basepose stand this goes into you animation directory. Name the exported file basepose.
Export your idle animation, just the skeleton to the animation directory. Name the exported file idle. or something that makes sense to you.
Munge the animation.
Set your odf to use the idle animation.
Munge everything and see.
(going on the assumption you are using a version of xsi that can used the pandemic exporter and have an understanding of how to export animations)
Export your model, including the actual mesh, in the basepose stand. This would go to the msh directory.
Export just the skeleton in the basepose stand this goes into you animation directory. Name the exported file basepose.
Export your idle animation, just the skeleton to the animation directory. Name the exported file idle. or something that makes sense to you.
Munge the animation.
Set your odf to use the idle animation.
Munge everything and see.
(going on the assumption you are using a version of xsi that can used the pandemic exporter and have an understanding of how to export animations)
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ForceMaster
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Re: Bones not work ingame
That's exactly what I do but anyway the bones back to 0 0 0, lose animations and the model is deformed.FragMe! wrote:Okay so you have done these steps.
Export your model, including the actual mesh, in the basepose stand. This would go to the msh directory.
Export just the skeleton in the basepose stand this goes into you animation directory. Name the exported file basepose.
Export your idle animation, just the skeleton to the animation directory. Name the exported file idle. or something that makes sense to you.
Munge the animation.
Set your odf to use the idle animation.
Munge everything and see.
(going on the assumption you are using a version of xsi that can used the pandemic exporter and have an understanding of how to export animations)
And yes, I have xsi foundation with msh exporter addon.
