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FPSC Classic Models and Media / ***Law Rocket Launcher with Hands animation problems.*** Help appreciated!

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AaronG
17
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Joined: 28th Oct 2006
Location: Millstone, NJ
Posted: 4th Jul 2007 22:13
Hey all you animation guru's out there.

Today, Inspire has asked me to help him out with Gone, (his game.)

I obviously said yes, and he wanted me to make the stock Law Rocket Launcher have mp5's hands. Well, to sum things up, I did it, and it looked beautiful in the editor of milkshape. I used fragmotion to import the law and it's animations, and I just synced (sp?) up the hands with it, combining them with the original law mesh. (The two models both used the law's original joints.

Now, here's the kicker...
Once Inspire tested it in-game, the gun was all deformed. It looked like glass being shattered and time was frozen in mid shatter. (Get my drift?)

Before it was in game and was deformed, heres the original model.
(I used Fragmotion by the way. I used it to convert the .x to ms3d and still save animation data.)

Simulated FPS View.


Just another angle, with ViewPoint renderer.


Thank you for reading.
I was hoping maybe Airslide of Butter Fingers could help.
Or, just anyone that knows more than me .

-AaronG

AaronG
17
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Joined: 28th Oct 2006
Location: Millstone, NJ
Posted: 4th Jul 2007 22:39 Edited at: 4th Jul 2007 22:41
Here's also a pic of the deformed in-game mesh.


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Opposing force
19
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Joined: 10th Aug 2005
Location: England
Posted: 4th Jul 2007 22:48
Aggggghhhh!!!!! It's horrible!!!!!

Inspire
17
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Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 4th Jul 2007 23:00
Grr...come on somebody!

@Aaron: It did it to you too? I thought I just had a problem with my GPU.

MaarX
18
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Joined: 27th Feb 2006
Location:
Posted: 4th Jul 2007 23:09
What exporter from MS3D did you use?

http://starmaart.741.com/order.html
- My cigarette model pack, featuring 19 quality models for just €1,00 --- Check it out!
AaronG
17
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Joined: 28th Oct 2006
Location: Millstone, NJ
Posted: 4th Jul 2007 23:38
I used Fragmotion. I may try another one, only this time unchecking Matrix Value lines. That may work, we'll see.

@ Opposing Force
Quote: "Aggggghhhh!!!!! It's horrible!!!!!"

Did you mean the messed up mesh was, or the actual model was? lol.

vorconan
17
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Joined: 4th Nov 2006
Location: Wales
Posted: 4th Jul 2007 23:40
Why not just us the directx exporter with milkshape?

AaronG
17
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Joined: 28th Oct 2006
Location: Millstone, NJ
Posted: 4th Jul 2007 23:52
Because Milkshape doesn't export animation data. I mean, I'll try it, but no gaurentee it'll work.

I tried everything ( I think ) with Fragmotion, and it just won't work. It can't be MY fault (faulty animation, etc.) because I've seen people with this problem before.

Well, I'll give milkshape exporter a chance.

AaronG
17
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Joined: 28th Oct 2006
Location: Millstone, NJ
Posted: 4th Jul 2007 23:55
UPDATE. (sorry for dbl post)

I tried it with milkshape, and instead of a screwed up weapon, I had no weapon at all.

MaarX
18
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Joined: 27th Feb 2006
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Posted: 5th Jul 2007 00:00
Use the DirectX (JT) exporter...

Check if the animation length is correct, Uncheck the Spline Position, Spline Rotation and the Loop animation... Just mess something with the settings...

http://starmaart.741.com/order.html
- My cigarette model pack, featuring 19 quality models for just €1,00 --- Check it out!
AaronG
17
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Joined: 28th Oct 2006
Location: Millstone, NJ
Posted: 5th Jul 2007 00:06
Ok, will do.

FredP
Retired Moderator
18
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Joined: 27th Feb 2006
Location: Indiana
Posted: 5th Jul 2007 00:14
Quote: "Because Milkshape doesn't export animation data. I mean, I'll try it, but no gaurentee it'll work."

Milkshape does export animation data.I use it all the time to animate my stuff.

Please have mercy and use the search function.
AaronG
17
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Joined: 28th Oct 2006
Location: Millstone, NJ
Posted: 5th Jul 2007 00:22
Well, I've never had the "Joy" of exporting working animations from Milkshape.

C'mon people, let's get someone who KNOWS what to do. I'm dyin here. Lol.

FredP,
What are your settings?

AaronG
17
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Joined: 28th Oct 2006
Location: Millstone, NJ
Posted: 5th Jul 2007 01:01
MaarX, your idea didn't work for me :-(

I'm sorry for being such a nuisance, but someone please help.
I gave butters a link to this thread, so he might stop by.

*bump*

vorconan
17
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Joined: 4th Nov 2006
Location: Wales
Posted: 5th Jul 2007 01:38
look at fred's weapon tutorial for milkshape, he has the export settings there.

AaronG
17
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Joined: 28th Oct 2006
Location: Millstone, NJ
Posted: 5th Jul 2007 01:51
yeah I checked it out. He doesn't have the export settings in the tutorial. His tut is all about animating a gun in milkshape, not exporting into FPSC.

MaarX
18
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Joined: 27th Feb 2006
Location:
Posted: 5th Jul 2007 02:03
Perhaps I know the answer for you...

Okay, first check if the animation is what it's used to inside Milkshape (hit animate, play the animation)

It might run seemless (as it's used to, but it might also not)

If it doesn't, you should go to 'Joints' at the right top of the MS3D screen, and in that window, click the button 'SelUnAssigned'

This should give you all the unassigned verticles (or vertexes or whatever)

You have to assign these to the joints they belong to (I'm not going into this that far, you have to find out, just assign to the proper joint group)

Then export again and check if it works

I hope this works for you, this could be it... However, it could also not be it


Good luck! XD

http://starmaart.741.com/order.html
- My cigarette model pack, featuring 19 quality models for just €1,00 --- Check it out!
vorconan
17
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Joined: 4th Nov 2006
Location: Wales
Posted: 5th Jul 2007 02:25
well in the directx exporter within milkshape there is a box where you have to type in a number, i think it says 1-180, type in 180 and it should export properly.

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