Model Animations
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- DarkCobra262
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Model Animations
I wondering if this guide is still accurate: http://www.bzcommand.com/forum/index.php?topic=64.0
- General BlackDragon
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Re: Model Animations
Ugh..
http://www.bz2md.com/smf/index.php?topi ... 6#msg36336
http://bzuniverse.bzscrap.org/index.php ... #msg119499
http://bzuniverse.bzscrap.org/index.php ... #msg159549
viewtopic.php?f=16&t=1170&p=17880#p17880
http://www.bz2md.com/smf/index.php?topi ... 6#msg36336
http://bzuniverse.bzscrap.org/index.php ... #msg119499
http://bzuniverse.bzscrap.org/index.php ... #msg159549
viewtopic.php?f=16&t=1170&p=17880#p17880
Last edited by General BlackDragon on Thu Mar 22, 2012 2:35 am, edited 1 time in total.
Re: Model Animations
well, it DOES work, but, I think it would be easier if you follow this guide:DarkCobra262 wrote:I wondering if this guide is still accurate: http://www.bzcommand.com/forum/index.php?topic=64.0
viewtopic.php?p=9844#p9844
of course, GBD's guides work just as well, but if you are more comfortable with using max, I think you might find mine easier....
- DarkCobra262
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Re: Model Animations
I tried following yours, and it seemed easy enough, my forward animation still does NOT work.... I'm not sure what I'm doing wrong...Josiah wrote:well, it DOES work, but, I think it would be easier if you follow this guide:DarkCobra262 wrote:I wondering if this guide is still accurate: http://www.bzcommand.com/forum/index.php?topic=64.0
viewtopic.php?p=9844#p9844
of course, GBD's guides work just as well, but if you are more comfortable with using max, I think you might find mine easier....
EDIT - I am animating 2 objects at the same time, so idk if this is a problem or not.
EDIT2 - it says parent objects, i have the 2 objects i wish to animate linked to a separate object which is not animated, is this a problem? Also, does it work to have the objects linked to bones inside the 2 objects and animate them (as the object will move with the bones?)
EDIT3 - disregard, doesn't work, i tried it >.>.............................
Re: Model Animations
Hierarchy works as you would expect, moving a part moves it and all child parts. That is about it.
Bones are interesting. I normally make them child to what I am deforming but this is not required. Sometimes I just make them child to the main body. The bones basically link all their movements to specific vertexes with a weight that determines what % of this movement passes over. Bones are a bit odd to use though and as I have not had the time to write a maxscript to make the bone lists yet, must be linked in the XSI to the vertexes by hand.
That TCB step is the most important though.
Bones are interesting. I normally make them child to what I am deforming but this is not required. Sometimes I just make them child to the main body. The bones basically link all their movements to specific vertexes with a weight that determines what % of this movement passes over. Bones are a bit odd to use though and as I have not had the time to write a maxscript to make the bone lists yet, must be linked in the XSI to the vertexes by hand.
That TCB step is the most important though.
- DarkCobra262
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Re: Model Animations
Yeah I figured the hierarchy would work, however, despite me changing things up a little bit to see if the animation will run, still to no avail... I have yet to try animating each object by itself and see if that works...I did the TCB part, it wasn't clear on if they should be the axis positions or the position above the 3 axis position in max... meaning...Nielk1 wrote:Hierarchy works as you would expect, moving a part moves it and all child parts. That is about it.
Bones are interesting. I normally make them child to what I am deforming but this is not required. Sometimes I just make them child to the main body. The bones basically link all their movements to specific vertexes with a weight that determines what % of this movement passes over. Bones are a bit odd to use though and as I have not had the time to write a maxscript to make the bone lists yet, must be linked in the XSI to the vertexes by hand.
That TCB step is the most important though.

EDIT - the red is what i changed, the yellow is the 3 axis that i did not change individually, as they disappeared when i changed the red circled "position"
Edit2- not sure if that's a problem or not
Re: Model Animations
I normally change it Motion tab on the right (Wheel Icon).
TCB Position and TCB Rotation btw, not TCB Float, that should help you get the right level.
TCB Position and TCB Rotation btw, not TCB Float, that should help you get the right level.
- DarkCobra262
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Re: Model Animations
That seems easier, do you need to change it for bones as well ?Nielk1 wrote:I normally change it Motion tab on the right (Wheel Icon).
TCB Position and TCB Rotation btw, not TCB Float, that should help you get the right level.
Re: Model Animations
For BZ2, the bones are just normal objects. It just happens that the bone movements are telegaphed to the vertexes they are linked to at the end of the XSI.
- DarkCobra262
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Re: Model Animations
Still cant seem to get a simple forward animation to work, it looks fine in max, juest doesnt play in-game, no matter what I do....
Edit - nevermind, it works, just now the scale went wack...
Edit - nevermind, it works, just now the scale went wack...
- General BlackDragon
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Re: Model Animations
fix it in notepad, it should be easy.
- DarkCobra262
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Re: Model Animations
I just used an earlier unbugged save and reanimated it, it works fine now.
- General BlackDragon
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Re: Model Animations
whoot!
I just got a teleporter to work
I just got a teleporter to work

Re: Model Animations
Linked parts and X-form can really screw up scale. Follow the specific order or things go boom.
- DarkCobra262
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Re: Model Animations
Late reply but ok, as I said earlier, I just used an earlier unbugged save and re-rigged/re-animated it..