New 3D Artist (Kwama Forager)
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06-13-2008, 04:37 PM,
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i have a big problem : i made a snake (it is a beta body ) but if i make the forward anim it will play it but when the anim ends it reset bip01 position and start again from the same place
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06-13-2008, 05:37 PM,
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Need some update but nice.Good work. :goodjob:
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06-13-2008, 09:35 PM,
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Quote:Originally posted by wixIs it ingame? If so, when you exported the anim with the did you make sure to accumalate the translations on the x and y axes with the Civ IV animation manager? If not the creature won't actually move. Also, when you export the skeleton make sure to have Skeleton Only, Sort Nodes and Add Accum Nodes checked. I forgot to check Add Accum Nodes recently and it caused all kind of trouble - there was no Bip01 Non Accum bone and everything went weird. I assume you've seen SaidenStorm's creature tutorial? |
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06-13-2008, 10:54 PM,
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Quote:Originally posted by nick_op many thanks friend !! it was the accunulate the y axis i make it without civ 4 because i use max 9 and in dope sheet to accumulate the y axis you have to write that : -at y that was i forgot about |
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06-14-2008, 09:01 AM,
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Quote:Originally posted by wixDon't forget to accumulate the x axis as well, so it'll have to be: -at xy |
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06-14-2008, 08:22 PM,
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i have an other problem . when i export the handtohandattackpower.kf anim the nifscope play its full length but the cs and the game isn't play its full length
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06-15-2008, 02:31 PM,
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Quote:Originally posted by wixDo you get any error messages in the CS? I've had a similar problems recently, this is the message I get: Unequip: End frame is less than or equal to Start frame in "ST\Creatures\KwamaForager\handtohandunequip.kf". I know that this is obviously not true, in NifSkope the animation flips the skeleton to a funny angle, in the CS it starts and finishes at 0 seconds. Re-exporting doesn't seems to make a difference, but all my other animations work fine, and they're all built off the same skeleton. One thing that comes to mind for your problem - could another animation with a higher priority be cutting your handtohandattackpower anim short? Edit: Found the solution to my own problem. It seems forgetting to put attach/detach keynotes for the equip/unequip anims respectively forces all keynotes to a time of 0, therefore making the animation end before it starts. |
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06-16-2008, 04:19 PM,
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Ufff...
Just catching up on the the scene here,... you guys really have made progress with the animation issues. I'm uploading the warrior and worker as we speak.
When there's nothing left to burn you have to set yourself on fire!
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06-16-2008, 07:12 PM,
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When there's nothing left to burn you have to set yourself on fire!
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06-16-2008, 09:00 PM,
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I'll check out those in a bit, looks like I've got my work cut out for me
Could you upload the Warrior model in .3ds format? I can't open the .max file, presumably because I'm using an earlier version (6). |
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