
Marka Haiyana
Joined: Mar 24, 2009
w0rt
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Posted: Oct 6, 2009 03:18 AM
Msg. 1 of 12
Okay, so I've been working on an SMG set for a UT3 mod lately that will feature Halo 1 assets and functionality. However I'm also wanting to get this into CE as well, understandable right Okay, so I'm having an issue. http://www.youtube.com/watch?v=j2BrlyyWLkgThis is the animation set I want to be using. I've done the animation set, then deleted all of the FP arm skeletal bones, and exported the SMG model. However, I get into Halo, and I get this:  Originally, my SMG looked like this in Max, and still does if I import the SMG and FP arm models READ THE RULES: http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=2979Bypassed profanity filter HOWEVER I use the animation importer, and this is what happens:  I am raging so hard, spent a good couple of hours on those SMG animations, only to get defecated upon by some retarded node crap. I was hoping to upload this to Halomaps today... but low and behold. IS THERE ANY HOPE FOR THIS oh and it looks and works and is scaled perfectly in Unreal. THE SAD, SAD IRONY Edited by Marka Haiyana on Oct 6, 2009 at 03:18 AMEdited by Dennis on Oct 6, 2009 at 07:44 PM
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Advancebo
Joined: Jan 14, 2008
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Posted: Oct 6, 2009 06:10 AM
Msg. 2 of 12
It looks like there isnt a Frame Gun on it.
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Corvette19
Joined: Feb 27, 2007
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Posted: Oct 6, 2009 07:28 AM
Msg. 3 of 12
I'm pretty sure Dennis will take your pictures off, they contain profanity. Might want to make a few new ones.
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Oct 6, 2009 09:55 AM
Msg. 4 of 12
I don't see any profanity in there... Anyway, I remember having something like this happen to a sentinel beam I was working on a long time ago, but I never fixed it :\
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BeachParty clan
Joined: Oct 12, 2008
Sooo... You wanna switch to Red team huh?
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Posted: Oct 6, 2009 01:24 PM
Msg. 5 of 12
Import an animation, like you just did,
then re-rig the smg while you hold it in the correct position.
there, solved.
that is, i dont see your animation in halo, but if it's just having an offset then this is the way to solve it, otherwise i'd need a better problem description.
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Oct 6, 2009 05:48 PM
Msg. 6 of 12
frames mooks. your animation frames. make sure they have NO BASE SCALE other than 100% and NO ROTATION OFFSETS
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Buggy Virus
Joined: Aug 11, 2009
Tastes like happiness
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Posted: Oct 6, 2009 06:28 PM
Msg. 7 of 12
I loved it... but that's just me
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Marka Haiyana
Joined: Mar 24, 2009
w0rt
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Posted: Oct 6, 2009 10:41 PM
Msg. 8 of 12
Quote: --- Original message by: BeachParty clan Import an animation, like you just did,
then re-rig the smg while you hold it in the correct position.
there, solved.
that is, i dont see your animation in halo, but if it's just having an offset then this is the way to solve it, otherwise i'd need a better problem description. I tried that. No luck. SMG pickup is now not floating in mid-air, however the FP animations still show no gun whatsoever Quote: --- Original message by: Donut frames mooks. your animation frames. make sure they have NO BASE SCALE other than 100% and NO ROTATION OFFSETS Where can I find those options? E: nvm checkin Edited by Marka Haiyana on Oct 6, 2009 at 11:54 PM
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BeachParty clan
Joined: Oct 12, 2008
Sooo... You wanna switch to Red team huh?
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Posted: Oct 7, 2009 04:46 AM
Msg. 9 of 12
quick note about the pickup: use a different model lol
about what donut said, the offset is cheaply solved with re-rigging while animated, even if the axis is completely ffed you should see it in a few frames correctly atleast, which isnt the case oddly enough
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Marka Haiyana
Joined: Mar 24, 2009
w0rt
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Posted: Oct 7, 2009 05:40 AM
Msg. 10 of 12
I wound up getting it. It was a scaling issue, apparently all of the nodes were 1.036 or something rather than 100, that's because I rigged it before scaling it down REMIND ME TO NEVER DO THAT AGAIN. I used Reset Xform and had to reanimate bits, which was a pain in the ass without IK rigs and dependancies...
I finished it though, and it's uploaded to the queue as we speak.
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MasterRyan
Joined: Jul 25, 2008
Leader of Ryan C. Designs!
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Posted: Oct 7, 2009 10:15 AM
Msg. 11 of 12
did you change the melee animation? I liked Halo 2's better to be honest
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Oct 9, 2009 12:15 AM
Msg. 12 of 12
Quote: --- Original message by: Marka Haiyana I wound up getting it. It was a scaling issue, apparently all of the nodes were 1.036 or something rather than 100, that's because I rigged it before scaling it down REMIND ME TO NEVER DO THAT AGAIN. I used Reset Xform and had to reanimate bits, which was a pain in the ass without IK rigs and dependancies...
I finished it though, and it's uploaded to the queue as we speak. you can also go tot he heiarchy tab and you should have two buttons: reset scale and reset transform. to see what these values are, right click on one of the transforming tools, like move or scale. this will bring up a box with your absolute world values, and also allows you to type in transform values. it lets you set the node's scale and rotation back to 0 without affecting the actual geometry or position
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