Page 2 of 2
Posted: Thu Dec 21, 2006 7:13 pm
by minilogoguy18
well all animations are done, well i havnt made a death animation, itll just blow up when it dies until i come up with one. ill get some in game screens when i get it in.
Posted: Thu Dec 21, 2006 7:18 pm
by darthgunray
nice AT-PT man.
Posted: Thu Dec 21, 2006 7:22 pm
by minilogoguy18
like qdin said, read, im only doing the animations and conversion, people always look at the pictures but skip the print.
Posted: Fri Dec 22, 2006 10:10 pm
by minilogoguy18
ok ive hit a snag, XSI crashes when i export the model but all the animations are exported, just not the model, im gonna try my hardest to fix it.
Posted: Sat Dec 23, 2006 1:10 am
by minilogoguy18
na i always keep backface culling on so that i dont get the mysterious flipped normals problem that most people seem to get, the mesh was fully enclosed, i got it to export now though after checking export animations, cause i got all teh anim files to export but it was the main mesh file and it didnt seem to make a hage file by checking that, only 250 kb. we got it working now though, well working and thats it, all the lil things need to be done like shadows and completing collision and lowrez.
Posted: Sat Dec 23, 2006 7:31 am
by Qdin
while we're on the short side-topic, I've never really interested in how to see where the normals' directions are in XSI

Gimme a shortcut so I can see the 'Backface Culling'?

it'll probably be useful soon - lol
Mini' I've only had problems with the skeleton when the eff_ null wasn't set to the bottom of the hierachy.
I've never experienced a mesh-crash...

but I like Fred's solution: See if it's the mesh,
Posted: Sat Dec 23, 2006 8:19 am
by Bird-Kid
looks very, very awesome, milogu18!!
hope it'll will be added to the bf1 conversations pack...
Posted: Sat Dec 23, 2006 8:31 am
by minilogoguy18
omg im gonna toss a raw egg for spelling my name so wrong, you also put conversations when i think you mean conversion.
like i posted above, the model exported. qdin, effectors arent supposed to be children of the end bone in the chain, theyre always child to the root of the chain.
Posted: Sat Dec 23, 2006 11:19 am
by The_Emperor
Bird-Kid wrote:bf1 conversations pack

Sounds nice! "Hello mr. battledroid, what shall we talk about today?"
Posted: Sat Dec 23, 2006 2:44 pm
by Qdin
yep Mini' But the Effectors makes exporting crash if you haven't got the Effectors lowest in the chain's hierachy

A thing which has been posted before - so it IS official
Whiel we're at it, do you know a way to delete the Roots and Effectors from a chain?

Since they are auto-generated it annoys me - the problem is that I can't delete them O.o And Tean's latest theory requires that I delete the roots and effectors xD
I'm considering to make a chain in Maya and export to XSI because it doesn't make a root nor effector when I create soem bones

Posted: Sat Dec 23, 2006 7:16 pm
by minilogoguy18
you cant delete effectors and theres no reason to delete them, think of roots and effectors as maya IK handles but already applied, NEVER put keyframes on them, you can manipulate them but key the bones they influence and not them.
Posted: Mon Dec 25, 2006 4:37 pm
by Qdin
whaat, you think I'm stupid?

lol
it's just yet another of Tean's Theories

But it would STILL be useful

Posted: Mon Dec 25, 2006 6:06 pm
by minilogoguy18
well i found some things out by reading the errors of the exporter, effectors are normally child to the root of the chain but for SWBF2 you have to make them child to the last bone in the chain, i did that so im exporting everything ok but i still cant get the collision to work so the walker just falls through the terrain.
Posted: Mon Dec 25, 2006 6:41 pm
by Qdin
haha - you probably set its layer to 'ghost'
seriously, did you figure that out yourself or did you read the few topics about that problem?

Didn't I tell you a few days ago that it'd crash if you didn't change the hierachy? xD
So you found a method or what?

or do you want me to make FK chains in Maya?

Posted: Mon Dec 25, 2006 8:10 pm
by minilogoguy18
IK works, i figured out the effector error by just turning off ingore warnings, you DONT delete them like you guys thought, theyre just under a different object, thats all. deleting effs and roots was like the most retarded idea ever, especially since theyre right there infront of you on the unit skeleton youve used so many times.