
Nebulon
Joined: Jan 6, 2008
I am a noble warrior!
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Posted: Jun 11, 2008 05:55 AM
Msg. 1 of 11
i just finished putting together a model that is supposed to be an improvement on the sonic biped (more accurate size, fixed rigging, ect.) and when i put it into sapien, it looks like some monster...thing. could someone help me? 
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arkaman
Joined: Nov 22, 2007
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Posted: Jun 11, 2008 02:45 PM
Msg. 2 of 11
could you post just a tad bit bigger photo. :D thanks
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Nebulon
Joined: Jan 6, 2008
I am a noble warrior!
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Posted: Jun 12, 2008 05:51 AM
Msg. 3 of 11
there. that big enough or does it need 2 be bigger  as you can see, the mesh is all messed up even though i did the rigging correctly. do you think that it is from the cyborg biped setup(this sonic was meant to be shorter than the other one)? if so, ill put the grunts setup... Edited by Nebulon on Jun 12, 2008 at 05:53 AM
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SonicXtr3me
Joined: Jan 13, 2008
"Wake me when you need me"
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Posted: Jun 12, 2008 07:53 AM
Msg. 4 of 11
ewwww..... man thats nasty
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arkaman
Joined: Nov 22, 2007
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Posted: Jun 12, 2008 09:21 AM
Msg. 5 of 11
If you use master chief I bet you put his bones in backwards. :LOL
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yukonmuffin
Joined: May 10, 2007
Breakn' Stuff to look tough.
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Posted: Jun 13, 2008 01:02 AM
Msg. 6 of 11
Sorry to thread jack, but you seem to know at least a bit about what your doing, what's wrong with my biped here?:
06.07.08 14:37:07 sapien pc 01.00.00.0609 ---------------------------------------------- 06.07.08 14:37:07 reference function: _write_to_error_file 06.07.08 14:37:07 reference address: 401b13 06.07.08 14:37:07 Couldn't read map file './sapienbeta.map' 06.07.08 14:37:07 CreateDevice succeeded with refresh rate = 0 06.07.08 14:37:08 Sound card doesn't meet minimum hardware requirements. Disabling hardware option. 06.07.08 14:37:08 Increasing sound decompression buffer size to 1048576 bytes 06.07.08 14:37:20 the model 'weapons\bigrifle\bigrifle' and the animation graph 'weapons\sniper rifle\sniper rifle' don't match 06.07.08 14:37:20 the object 'weapons\bigrifle\bigrifle' will not animate 06.07.08 14:37:54 WARNING: 18 clusters in structure_bsp levels\cryptic\cryptic have no background sound or sound environment. 06.07.08 14:37:54 frontdoor: this is not a valid ai encounter or squad. 06.07.08 14:37:54 [cryptic_script line 4] this is not a valid ai encounter or squad.: frontdoor)
06.07.08 14:38:14 the model 'characters\chris\chris' and the animation graph 'characters\cyborg\cyborg' don't match 06.07.08 14:38:14 the object 'characters\chris\chris' will not animate 06.07.08 14:38:14 the model 'characters\chris\chris' and the collision model 'characters\cyborg\cyborg' don't match (node counts don't match) 06.07.08 14:38:14 the object 'characters\chris\chris' will not be collidable 06.07.08 14:38:26 OUT OF OBJECTS: cannot create chris 06.07.08 14:38:34 OUT OF OBJECTS: cannot create chris
I Know it won't animate or collide with anything but It should at least show up. Even when I match the animation graph or use chiefs bones this happens. It just won't appear in sapien.
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Nebulon
Joined: Jan 6, 2008
I am a noble warrior!
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Posted: Jun 13, 2008 03:24 AM
Msg. 7 of 11
ok first of all, what skeleton did you use to make this biped? if you made your own, that is one problem right there. if it doesnt match the cyborg skeleton (#of bones and identical nodes) it might not work. look at the following thread for help with rigging... http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=17909that should fix most of your problems with the biped (i think!  ) try what i mentioned and tell me if it works as for the shiny on my sonic, i am going to fix that. that was something from the cyborg.shader_model i think. i tried the cyborg model again and fixed it a little d this is what i got... as you can see, it still needs a little work... Edited by Nebulon on Jun 13, 2008 at 04:27 AM
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yukonmuffin
Joined: May 10, 2007
Breakn' Stuff to look tough.
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Posted: Jun 14, 2008 06:41 AM
Msg. 8 of 11
It's rigged with the cyborgs bones and they fit and have been skinned nicely but the node count is a bit different for some reason and I can't change it. I'm sure there are 18 but it's only telling me I have 13, and that's not changeable apparently. and the node checksum is different but it won't let me change that either. How do you get a negative checksum?
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Nebulon
Joined: Jan 6, 2008
I am a noble warrior!
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Posted: Jun 15, 2008 06:01 AM
Msg. 9 of 11
im using gmax....i dont think i have that option in the advanced parameters
yukonmuffin, as for the nodes, u only have to change the node check sum number to match the cyborg gbxmodel's number Edited by Nebulon on Jun 15, 2008 at 06:08 AM
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yukonmuffin
Joined: May 10, 2007
Breakn' Stuff to look tough.
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Posted: Jun 16, 2008 07:23 PM
Msg. 10 of 11
I would be the field that holds the checksum is locked, unchangeable. in all the tuts that's not the case.
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yukonmuffin
Joined: May 10, 2007
Breakn' Stuff to look tough.
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Posted: Jun 18, 2008 03:34 AM
Msg. 11 of 11
alright, changed everything in it with kornman's version but It still gives me that "out of objects: cannot create chris" stuff. It fixed the animation graph errors tho.
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