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Model Animations

Posted: Tue Mar 06, 2012 3:19 am
by DarkCobra262
I wondering if this guide is still accurate: http://www.bzcommand.com/forum/index.php?topic=64.0

Re: Model Animations

Posted: Tue Mar 06, 2012 4:23 am
by General BlackDragon

Re: Model Animations

Posted: Sun Mar 11, 2012 7:08 pm
by Josiah
DarkCobra262 wrote:I wondering if this guide is still accurate: http://www.bzcommand.com/forum/index.php?topic=64.0
well, it DOES work, but, I think it would be easier if you follow this guide:

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....

Re: Model Animations

Posted: Sun Mar 11, 2012 10:45 pm
by DarkCobra262
Josiah wrote:
DarkCobra262 wrote:I wondering if this guide is still accurate: http://www.bzcommand.com/forum/index.php?topic=64.0
well, it DOES work, but, I think it would be easier if you follow this guide:

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....
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...
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

Posted: Mon Mar 12, 2012 12:42 am
by Nielk1
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.

Re: Model Animations

Posted: Mon Mar 12, 2012 1:25 am
by DarkCobra262
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.
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... Image

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

Posted: Mon Mar 12, 2012 2:28 am
by Nielk1
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

Posted: Mon Mar 12, 2012 8:25 pm
by DarkCobra262
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.
That seems easier, do you need to change it for bones as well ?

Re: Model Animations

Posted: Tue Mar 13, 2012 2:49 am
by Nielk1
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.

Re: Model Animations

Posted: Thu Mar 15, 2012 12:49 am
by DarkCobra262
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...

Re: Model Animations

Posted: Thu Mar 15, 2012 3:34 pm
by General BlackDragon
fix it in notepad, it should be easy.

Re: Model Animations

Posted: Thu Mar 15, 2012 9:20 pm
by DarkCobra262
I just used an earlier unbugged save and reanimated it, it works fine now.

Re: Model Animations

Posted: Thu Mar 15, 2012 10:08 pm
by General BlackDragon
whoot!

I just got a teleporter to work :mrgreen:

Re: Model Animations

Posted: Mon Mar 26, 2012 5:24 pm
by Zax
Linked parts and X-form can really screw up scale. Follow the specific order or things go boom.

Re: Model Animations

Posted: Mon Mar 26, 2012 8:23 pm
by DarkCobra262
Late reply but ok, as I said earlier, I just used an earlier unbugged save and re-rigged/re-animated it..