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Newcomers DBPro Corner / Limb sequence error

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JABBER
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Joined: 22nd Dec 2004
Location: Indiana, USA
Posted: 13th Sep 2006 00:35 Edited at: 13th Sep 2006 00:36
I'm just trying to have two limbs control the Bow and Stern turrents on my "Graf Spree" model, But I getting the error "limbs must be in sequence", even if I start with limb 1. I'm having a hard time wrapping my mind around this and I'm guessing I missing something big here.
this is where I'm at---->


Always greatful for your guy's time,

JABBER

Retired DEV team member Targetware.net
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JABBER
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Joined: 22nd Dec 2004
Location: Indiana, USA
Posted: 13th Sep 2006 06:08
A screenie to help see what I trying to achieve, the Bow turrent is the only one loaded,


I can't seem to get the main hull model to goto wireframe. To help me see the bones. Is there a poly limit with that command?
I had some minior sucess earier but it was far from what I expected to happen. I re-exported the models with their parts seperated into different files to see if this helped my understanding, but things just ended up the same way, limbs must be in sequence error

THANKS M8's JABBER->a game artist trying to code

Retired DEV team member Targetware.net
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Crit
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Posted: 13th Sep 2006 15:01
Didn't test, but give this a shot. You'll be attaching all limbs to object 4.



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IanM
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Posted: 13th Sep 2006 15:25
You need to take into account any existing limbs that the object already has too. We've just had a couple of posts about limbs in the DBPro forum - take a look. They should apply to DBC too if that's what you're using.

JABBER
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Location: Indiana, USA
Posted: 13th Sep 2006 15:49
Thanks guys, Crit-putting all the limbs in the hull model,i.e. object(4) was the onlt way i don't get the sequence error. But i couldn't link limb2 to the turrent model, I keep working it today and I'll post any progress
IanM sorry I keep forgetting to say which product I use, I'm a DBPRO-er, And reading the limb posts from the past, I didn't find anyone with such a basic problem. A real ego killer LOL.
Oh and it has no bones, frames, not anyhing, but a mesh and texture.
Again thanks for your time M8s,

JABBER

Retired DEV team member Targetware.net
Retired DEV team memeber BF 1918 MOD
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JABBER
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Location: Indiana, USA
Posted: 13th Sep 2006 19:27
OK, I tried plugging in your code Crit and I still get the limb must be in sequence error,
here what I have now,


I've uploaded the project and it's media if it would help, THANKS

JABBER

Retired DEV team member Targetware.net
Retired DEV team memeber BF 1918 MOD
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Crit
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Posted: 14th Sep 2006 15:09
Try adding this code in after you load your hull. It should show you what limbs the model already has.



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JABBER
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Location: Indiana, USA
Posted: 14th Sep 2006 15:55
Thanks again Crit! I was goiing to ask if I should just create the limbs,bones in MAX, I gave it a shot last night and tried getting the bone names and numbers in DBP and had some wierd results, I'm sure it's my inexperence.
I'll setup some bones in the hull within MAX re-export the models then see what it does with them in DBP. Thanks for the code I can't wait to see the results.

JABBER

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JABBER
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Location: Indiana, USA
Posted: 14th Sep 2006 16:32
I thought of starting something very simple to get me up to speed on limbs. So I made a quick turrent and base, put two bones in the base---


and coded your snippet in to a quick model viewer code, but I don't get any bones detected.


and this is what I redered in DBP(with a bad z to y translation,opps but no time for that right now LOL)--


I use the Panda X plug-in for max8, I checked the bones box on the export options, and now I'm really losing some hair

This started as a limb sequence issue and has turn into a real mind #$%@

Maybe I need to take a look at the good old Max tutorials

My next step is to create a media-less limb test in an effort to make it easier for you guys to help me. As always Thanks for your time Crit.

JABBER

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Retired DEV team memeber BF 1918 MOD
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JABBER
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Location: Indiana, USA
Posted: 14th Sep 2006 19:04
I've had some sucess with exporting bones out of MAX and glueing them to objects in DBP, but I don't understand how it works, I just linked all the bones to the base.X model in MAX and they showed up in DBP as each of the three models having one bone apiece, each one numbered "0"
I'm trying to get around using the skin modifier in MAX to assign bones to meshes as I don't think that's what I need in this application.
Are there any MAX users that might explain simple mechanical motion using bones as it pretains to DBPRO? i.e. skinning? no skinning? and if not what process is used upon export with PandaX.

here my code now


Thanks for all the help,
I would have given up long ago with out it,

JABBER

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legorain
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Posted: 31st Dec 2006 09:16
yup

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