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Author Topic: Animation Importer weird animation (2 messages, Page 1 of 1)
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mirroredrice
Joined: Aug 29, 2011


Posted: Aug 29, 2011 08:52 PM    Msg. 1 of 2       
Hey guys, I'm getting really weird animation in Max on some particular types of animation.

For example, I am using the Elite character that I imported to Max using gbximporter, complete with all its bones.

I load the elite animations tag using the animation_importer, and most animations load correctly. However, if I load "stand pistol aim-still" or "stand pistol aim-move", the animation loaded is completely mess up. ie, in "stand pistol aim-still", the elite body is completely contorted and spins like crazy at the grid origin. In "stand pistol aim-move", only the torso, arms, and head moves. But they move just as crazily.

Also, I was looking for a firing animation and found "stand pistol pp fire-1", but only the torso and arms move to show the firing animation. The weird thing is that the legs suddenly fly over its head and stays there.

Does anyone know why some of these animations don't seem to load correctly into Max? Is there a way to fix this or is this just a bug in the script?
Edited by mirroredrice on Aug 29, 2011 at 08:53 PM
Edited by mirroredrice on Aug 29, 2011 at 08:53 PM


Sprinkle
Joined: Jan 3, 2010


Posted: Aug 31, 2011 02:16 AM    Msg. 2 of 2       
I think bluestreak has a problem with importing animations like stand pistol aim-still because the animation is an overlay so the values are the delta rotation from the base frame. Basically there's no data in the animation for it to look like when it was exported.

Since there aren't many frames, you can just grab the rotation data of the bones from a different frame, like "stand pistol idle". Just select the bones that are invalid and just add the components from the first frame of the idle animation together with the frames of the aim-still animation, only add to the ones that are moving.
Edited by Sprinkle on Aug 31, 2011 at 02:18 AM

 

 
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