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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Troubles with model/aniamtions in max

Author Topic: Troubles with model/aniamtions in max (6 messages, Page 1 of 1)
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Invader Veex
Joined: Apr 11, 2007

i make poast


Posted: Feb 6, 2008 09:30 PM    Msg. 1 of 6       
I've been able to do this before but for some reason there is currently something wrong. I import a unmodified model, and I try to move the nodes, but itstead moving like it normally does and should, it just stretches the model. :| Any help?


bobbysoon
Joined: Feb 1, 2007


Posted: Feb 6, 2008 10:55 PM    Msg. 2 of 6       
Thats cause it imported a rigged mesh. If you don't care about the rig, and are making a semi-custom vehicle that'll use another vehicle's animations and stuff, for example, just deleet the Skin modifier that's on the model. There's also an option to turn deform off, which allows you to adjust bone positions without deforming the mesh. Not sure if the mesh would snap back to bones after restoring deform, though


Invader Veex
Joined: Apr 11, 2007

i make poast


Posted: Feb 6, 2008 11:16 PM    Msg. 3 of 6       
I am Fp animating...and it isn't acting normally, and I do beleive I need stuff linked D:


bobbysoon
Joined: Feb 1, 2007


Posted: Feb 7, 2008 02:03 AM    Msg. 4 of 6       
are you making fp for a new character? please elaborate


Invader Veex
Joined: Apr 11, 2007

i make poast


Posted: Feb 7, 2008 08:26 AM    Msg. 5 of 6       
No. I am using rigged arms and importing a original Halo weapon like I always to to animate it. But when I try to move the nodes (for example, plasma pistol), such as frame cover up, or any nodes that are supposed to move with any weapon, I just stretches the model.

Now I used to be able to do this and it worked fine where I could move the nodes as I pleased.


bobbysoon
Joined: Feb 1, 2007


Posted: Feb 7, 2008 05:17 PM    Msg. 6 of 6       
Ok, import fp nodes as bones, but not fp weapon nodes, thems not bones

 

 
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