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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Animating weapons

Author Topic: Animating weapons (5 messages, Page 1 of 1)
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Mythril
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Screenshot Guru
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Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Sep 6, 2008 07:15 PM    Msg. 1 of 5       
How would I create an custom reload animation for say, an assault rifle, but have everything else exactly the same? I have the animation and gbxmodel importers, but how do I go ahead? I have a feeling the FP arms are needed, but they won't open for me in 3ds Max 7, so they are probably an older version. Is there anywhere I can get ones that work for 3ds 7?

I've checked several FP animation tuts, but they always be either too complicated to understand, or skip over the animation bit.

This is what I've tried to do:

I've imported both cyborg and assault rifle models and nodes\markers. I run the animation importer, and navigate to fp.model_animations in the assault rifle folder. I click import animation into scene. It comes up with all sort of missing frames. What do I have to import to get these frames? Occasionally, instead of giving a list of frames, it comes up with a error message, something about ""*"" and undefined...can't seem to find it anymore. Then, 3ds crashes.

Any help?

Thanks


Da Moose
Joined: Jan 6, 2008

"We've got the Holy Hand Grenade of Antioch"


Posted: Sep 6, 2008 10:39 PM    Msg. 2 of 5       
Import the AR's model then import the cyborg's fp in tags\characters\cyborg\fp\fp. Import the animations you want then line up the Frame_gun and the cyborg's right wrist and link frame gun to it. Then you can start animating.

After you export you can compile the animations, but compile them in a different folder or else it will delete the old animations. You can then swap them with kornmann's HaloAnimationEditor.


Mythril
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Screenshot Guru
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Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Sep 6, 2008 10:41 PM    Msg. 3 of 5       
Ah, the FP model. Gotcha

Lemme go try that now.

EDIT:

It still has missing frames, from the AR model. I checked the AR's fp, and it has them, but when I import them, it has some error reading:

-- Runtime error: Read past end of file.

Eh?
Edited by Mythril on Sep 7, 2008 at 01:53 AM

EDIT 2:

Well, I imported the animation anyway, and now the frames and the AR are all moving, but the model of the arms don't? Or do I have to rig them to do that.

Also, when creating a new animation, do I use Auto Key or Set Key?
Edited by Mythril on Sep 7, 2008 at 02:08 AM


Exception
Joined: Jul 9, 2008

Been So So long since I have been on this Forum


Posted: Sep 7, 2008 03:37 AM    Msg. 4 of 5       
I'm pretty sure you use Auto Key...not positive though.
and are u exporting that as a jma, or a jmm. all animations have to be exported as animations


Mythril
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Screenshot Guru
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Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Sep 7, 2008 04:08 AM    Msg. 5 of 5       
...XD

Okay, I've got the animations exported. I compile using tool, and it works. Yay.

However, it needs all the other ones, yes? So I use the Animation Editor (which I find confusing), and I think I did it correctly, to import the rest of the missing animations.

However, when I change the AR to use the new FP, ingame, it doesn't appear. I see the reticle, I see the muzzle flash if I am shooting, but there is no weapon.

whut?

 

 
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