logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,581
Total Threads: 8,669
Posts: 94,548

Administrators:
DeeZire, Redemption

There are currently 52 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements


LOTR: Battle For Middle Earth I & II Editing Discuss any modding related issues to do with the Lord Of The Rings: Battle For Middle Earth I and II RTS games here.

Reply
 
LinkBack Thread Tools
Old 02-09-2005, 07:13 PM   #1 (permalink)
Member
 
Join Date: Jan 2005
Posts: 51
Default Animation Troubleshooting

I just learned how to animate and have partially animated a new unit I created. The model works well in the game, but does not animate. The skeleton and animations don't seem to work ingame. This is how I set it up in RenX.

The _SKL w3d contains my new bone structure, and was exported as a skeleton.

In the _SKN w3d I have the model and the skeleton, the model was bound to the skeleton before exporting by using a WWSkin. I exported the model as a Hierachical Model and checked the box "export with existing skeleton" (and selected my _SKL w3d).

The animations contain the exact same bones as my SKL file and were exported as Pure Animations "with existing skeleton" (the new _SKL file).

All bones were exported with the "Export Trasform (Bone)" box checked in the W3D export settings and the model was exported with the "Export Geometry" box checked.

Is all this correct? (btw, I did add them the to asset file). I wasn't expecting it to work really, since this was my first try, but I thought I had everything correct. Could it be the ini coding I put in? Whats the most probable problem?
Gondolin is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-10-2005, 03:26 AM   #2 (permalink)
Sy
Senior Member
 
Join Date: Apr 2003
Location: UK
Posts: 186
Send a message via MSN to Sy
Default

Have you tried re-importing your object and animation back into renx to see if they play ok?

Also post some small snippets of the INI code.
Sy is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-10-2005, 08:00 PM   #3 (permalink)
Member
 
Join Date: Jan 2005
Posts: 51
Default

I have checked nearly everything and spent hours trying to get it to work, but I must be missing something. Right now I am starting very very basic. So I only am testing one animation at a time. I used the code from the obsolete unit GUCaptain as he has a very basic animation set. First I gave my new unit only his moving animation, using the original GUCaptain_RUN animation. Then I switched it to the new animation and it does not work. Here is the code, but as it worked with the other animation I know it has to be something about the w3d files.

Code:
	DefaultModelConditionState
			Model						=	EUGilgalad_SKN
		End

		; ===================================================== ;
		; ================== ANIMATIONS ======================= ;
		; ===================================================== ;
		
	
		AnimationState        = MOVING
			Animation           = Run
				AnimationName       = EUGilgalad_SKL.EUGilgalad_RUN 
				AnimationMode       = LOOP
			End
			Flags               = RANDOMSTART
			;ParticleSysBone     = None InfantryDustTrails
		End
	End
Any ideas would be appreciated.
Gondolin is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-11-2005, 11:00 AM   #4 (permalink)
Member
 
Join Date: Dec 2004
Posts: 53
Default

did u put the w3d scritped draw thing in above that?
Halbarad is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-11-2005, 04:38 PM   #5 (permalink)
Senior Member
 
Join Date: Jun 2003
Posts: 462
Send a message via AIM to Kelso Send a message via MSN to Kelso
Default

You don't need W3DScriptDraw for the animations to play. They are just to fine tune everything. The model should at least do something without it.
Kelso is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-11-2005, 07:25 PM   #6 (permalink)
Member
 
Join Date: Jan 2005
Posts: 51
Default

Nope, but as I said the model works with every single other animation I put into that same code (despite the fact that it is the wrong animation being that he looks like he has undergone some very serious torture). I researched all across the web through forums and tutorials but I can find nothing that can tell me what I'm doing wrong. Can an advanced modder give me a very brief step by step account of how to get a new animation and skeleton from RenX into the game and working?
Gondolin is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-12-2005, 05:04 PM   #7 (permalink)
Senior Member
 
Join Date: Aug 2003
Posts: 1,087
Default

Have you tried opening it in W3dviewer? THis is the quickest and easiest way to check if there is something wrong with the w3d file.
key0p is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-12-2005, 05:26 PM   #8 (permalink)
Member
 
Join Date: Jan 2005
Posts: 51
Default

But does the W3dviewer play animations? I'll go test that out.

[Edit] Ok, so I figured out out it how to do that, but my animations and model play perfectly in w3dview!!! The model shows up ingame but does not animate, so what does that mean? If its not the model, skeleton, or animation files it has to be the code or the asset.dat, both of which I think I've done correctly.

[Edit 2] Is the "AnimationState" and "Animation" in the ini code relevant to the "AnimationName". When I plug an existing animation into the code for a completely different character it still works, when I plug my new animations it doesn't, but I'm thinking it has to be the code. Is there anything I have to add or to the game for a new animation besides the w3d file for the animation, the skeleton w3d, the ini animation code, and the asset.dat ammendment? I must be missing something.
Gondolin is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Need help troubleshooting Xenomorph Generals & Zero Hour Editing 3 05-22-2006 10:19 PM
Animation? SmokeyDaBear Generals & Zero Hour Editing 4 07-25-2005 08:34 AM
Animation Waspo Generals & Zero Hour Editing 2 03-02-2005 04:10 PM
More than 1 Animation? Mishkin Generals & Zero Hour Editing 2 02-12-2005 04:57 PM
How do you add a animation? ZombyDragon Red Alert 2 & Yuri's Revenge Editing 41 01-31-2004 02:47 PM


All times are GMT -4. The time now is 06:41 PM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.2
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.