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  1. #1

    Default Re: Animations

    Hi, KE. Thanks for pointing out the mistakes! I corrected them all and this is my entry now:
    Code:
    ;;; charge
    anim		charge	                data/animations/new_2h_axe_halberd/2h_axe_charge.cas						-fr		-evt:data/animations/new_2h_axe_halberd/2h_axe_charge.evt
    anim		charge_to_ready		data/animations/new_2h_axe_halberd/2h_axe_charge_to_ready.cas				-fr		-evt:data/animations/new_2h_axe_halberd/2h_axe_charge_to_ready.evt
    anim		charge_attack		data/animations/new_2h_axe_halberd/2h_axe_charge_attack.cas				-fr		  -evt:data/animations/new_2h_axe_halberd/2h_axe_charge_attack.evt
    Again I'm lucky. The charging animation works well now. They raise their halberd and then jump-attack. But still one problem. The model still have glitches in their face. I'm using vanilla Janissary heavy infantry. Its model is fine unitl they start to charge. So the problem must be the animation. Here are the screenshots of what's going on:








    Well, I have to have some sleep now. Continue tomorrow. Thank you for all your help!
    Last edited by zxiang1983; 05-30-2007 at 19:42.

  2. #2
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    That's great work, good job!
    I guess I'm not familiar enough with this
    unit to see the glitches. The screenshots
    look ok to me, does anybody else who knows this
    unit see what the problem is?

  3. #3

    Default Re: Animations

    Hi KE and Zxiang

    Quote Originally Posted by KnightErrant
    That's great work, good job!
    I guess I'm not familiar enough with this
    unit to see the glitches. The screenshots
    look ok to me, does anybody else who knows this
    unit see what the problem is?
    Looking at the screen shots it looks like the eyebrows are the problem, pulling the top of the face down to the chin - possibly these anims use a different rotation than 0,0,0 for the initial eyebrow hence the anim is out of kilter with a 0,0,0 eyebrow bone. Or the jaw and eyebrow have been switched? Could possibly be fixed with zero joints?

    Cheers

    GrumpyOldMan
    Last edited by GrumpyOldMan; 05-30-2007 at 23:30.

  4. #4
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    Ahhh, thanks GrumpyOldMan. I thought I
    was looking at pigsnout helms so they seemed
    ok but with really tiny eye slits.

  5. #5

    Default Re: Animations

    Hi KE

    Quote Originally Posted by KnightErrant
    Ahhh, thanks GrumpyOldMan. I thought I
    was looking at pigsnout helms so they seemed
    ok but with really tiny eye slits.
    If you look at them that way, I suppose they do . The quick way to fix this without taking the 4 pound hammer to the anim files is to convert the meshes and reassign all the head type vertices just to the head, of course you lose all facial expresions then - but I did say it was quick, nothing about aesthetics . (my guess is that the eyebrow bone is rotated at 90 degrees from zero, hard to tell but the jaws look a bit strange too - could be the same reason).

    Cheers

    GrumpyOldMan

  6. #6

    Default Re: Animations

    The quick way to fix this without taking the 4 pound hammer to the anim files is to convert the meshes and reassign all the head type vertices just to the head, of course you lose all facial expresions then - but I did say it was quick, nothing about aesthetics .
    Ya, the problem is some part of the helmet is pulled down to his chin.

    Thank you, GOM! I'll give it a try.

    And what about the complicated way? What shall I do if I don't want to re-assign all head vertices? I don't understand the "90 degree" thing. Could you explain it a little more? Is it about those id, if stats? Thanks in advance!

  7. #7

    Default Re: Animations

    Hi Zxiang

    Quote Originally Posted by zxiang1983
    Ya, the problem is some part of the helmet is pulled down to his chin.

    Thank you, GOM! I'll give it a try.

    And what about the complicated way? What shall I do if I don't want to re-assign all head vertices? I don't understand the "90 degree" thing. Could you explain it a little more? Is it about those id, if stats? Thanks in advance!
    The 90 degree thing is about the actual data in the anim files, I tried to open the files but they weren't opening with my current version of KE's utilities. The only place to be sure about the errors and repair them is in Milkshape once we get the files extracted. In the meantime, the only way to use the anims is to reassign any head vertices from any figures that might be using the anims.

    Cheers

    GrumpyOldMan

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