Animation crash [Solved]

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Dragon
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Animation crash [Solved]

Post by Dragon »

Hi all,
I am note a newbie in modding,
but the newest thing I do, is to create new buildings and so on...
Now I want to create a door with the "simple animated door"-Tutorial from the Tutorial-Section.
I create my mesh, the bones, enveloped that,... export (but I am not sure, wether I export write), but if I start my map, Battlefront crashs.
Than I try to use the mesh only, as an Prop, but it crashs again.
i dont know, what I do wrong, but I will be very happe for video tutorial or other helps.
Thanks Dragon
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Re: Animation crash

Post by FragMe! »

What version of XSI are you using. Only XSI foundation version 5.xx can export bones (using the pandemic exporter) and therefore animations.
Which means if you are using modtools 6 and Rep's mshex it won't work.

Now if you are using the proper version of XSI the most common thing that will cause a crash is if you haven't frozen your model prior to enveloping (Freeze under edit) or if you have already enveloped it use Freeze M. (If you do a regular freeze on an enveloped model it takes a way the enveloping)

Assuming everything is exported correctly and in the proper directories and you run the munge.bat in the animation directory you can check two things, first there is a zenasset file in the directory it will tell you if there was any errors during the munge and two check the Munged directory in world1/XXX folder there should be three files there with the name of you animation on them.

I would say post the error log when you run bfmodtools but animation related crashes don't alway generate errors, but that should stop you from looking at the log.
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Re: Animation crash

Post by Dragon »

Thank you for your answer, :D
At first I have XSi 5.0 Advanced/Essential, I worked with Advanced.
I tryit again, and have found some mistakes.
But here is one last warning:
-- Processing directory I:\BF2_ModTools\data_TDR\Animations\Prop\door
Processing file basepose.msh, will save in .\\\door.zaf
*** WARNING: While correcting joint base pose matrices, no skin was found!
*** ERROR: No Skin model in MSH?
.*** WARNING: Animation <open> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet
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Re: Animation crash

Post by FragMe! »

Those errors are fine. Bones don't have textures (well not normally) and the frame rate is nothing to woory about either.
Dragon
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Re: Animation crash

Post by Dragon »

Then it is only, because I work with XSI Advanced/Essential?
What can I do, if I havent Foundation?
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Re: Animation crash

Post by AceMastermind »

You're fine, Fnd, Ess or Adv is what you want and it's what you got, Ess and Adv are even better because of MOTOR, GATOR, and Polygon Reduction oh my! :)
Dragon
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Re: Animation crash

Post by Dragon »

Ok, i tried again, with Advanced, :D
Now I think, that the "normal" mesh in the worlds msh folder is the probelm.
I tried to use only the mesh as an prop, but the game crashed again.
I have frozen the transform, the stack frozen, where is it?
What can be the mistake?
Thanks for answers, :)
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Re: Animation crash

Post by FragMe! »

Try making a test map and have it so the only added prop is the door (as a prop and make sure to remove the animation lines from the odf)
that way you can tell if it is the door msh or if there is something else in your map that is crashing and it is not the door at all.
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Re: Animation crash

Post by Dragon »

I use a map, which not crashed before I used the door.
For that reason, I am sure that the Door mesh is the problem
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Re: Animation crash

Post by Tourny »

I'm probably wrong when I say this but maybe two elements of the map are at war with each other.
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Re: Animation crash

Post by Dragon »

No, that wasnt the problem.
I tried it with a simple cube, as an Up-Down-Door,
and it works, :bowdown:
Thanks for all answers. Dragon
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