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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Biped question

Author Topic: Biped question (18 messages, Page 1 of 1)
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Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Oct 14, 2011 03:10 AM    Msg. 1 of 18       
When exporting, what do I link my biped (model) to? Bip01 Pelvis? Or do I need a frame ___ like weapons do?
Edited by Spartan314 on Oct 14, 2011 at 03:11 AM


DarkLord0912
Joined: Jan 17, 2009

Works on bigger and better things


Posted: Oct 14, 2011 01:40 PM    Msg. 2 of 18       
You link all parts of your model to Bip01 Pelvis.
Or if you used frame nodes instead of Bones "Bip01" you would link the parts of your model to the parent node.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Oct 14, 2011 05:36 PM    Msg. 3 of 18       
Actually I imported the masterchief model, converted to edible mesh, and edited it. If I link it to bip01 pelvis and export, will it go through fine?

E1: And will I need to re-rig it? I'm using the original masterchief boneset/frame-nodes.

E2: When I exported, it gave me no errors. When building gbxmodel, it gave me no errors.
But when building map with biped as player, it says this:
10.15.11 11:09:27 the model 'spartan314\characters\jetpackbiped\jetpackbiped' and the animation graph 'characters\cyborg\cyborg' don't match
10.15.11 11:09:27 the object 'spartan314\characters\jetpackbiped\jetpackbiped' will not animate

???
Edited by Spartan314 on Oct 14, 2011 at 05:54 PM
Edited by Spartan314 on Oct 14, 2011 at 06:12 PM


forrestkeller1
Joined: Nov 3, 2007

What? Why am I still here?


Posted: Oct 14, 2011 06:47 PM    Msg. 4 of 18       
Quote: --- Original message by: Spartan314

Actually I imported the masterchief model, converted to edible mesh, and edited it. If I link it to bip01 pelvis and export, will it go through fine?

E1: And will I need to re-rig it? I'm using the original masterchief boneset/frame-nodes.

E2: When I exported, it gave me no errors. When building gbxmodel, it gave me no errors.
But when building map with biped as player, it says this:
10.15.11 11:09:27 the model 'spartan314\characters\jetpackbiped\jetpackbiped' and the animation graph 'characters\cyborg\cyborg' don't match
10.15.11 11:09:27 the object 'spartan314\characters\jetpackbiped\jetpackbiped' will not animate

???
Edited by Spartan314 on Oct 14, 2011 at 05:54 PM
Edited by Spartan314 on Oct 14, 2011 at 06:12 PM


Your model has different nodes, Unexisting nodes, or nodes that aren't the same name as they are in the animation_graph


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Oct 14, 2011 09:29 PM    Msg. 5 of 18       
Quote: --- Original message by: Spartan314

Actually I imported the masterchief model, converted to edible mesh, and edited it. If I link it to bip01 pelvis and export, will it go through fine?

E1: And will I need to re-rig it? I'm using the original masterchief boneset/frame-nodes.

E2: When I exported, it gave me no errors. When building gbxmodel, it gave me no errors.
But when building map with biped as player, it says this:
10.15.11 11:09:27 the model 'spartan314\characters\jetpackbiped\jetpackbiped' and the animation graph 'characters\cyborg\cyborg' don't match
10.15.11 11:09:27 the object 'spartan314\characters\jetpackbiped\jetpackbiped' will not animate

???
Edited by Spartan314 on Oct 14, 2011 at 05:54 PM
Edited by Spartan314 on Oct 14, 2011 at 06:12 PM

If you're sure that the nodes/bones are the SAME in the model and animations, but sapien gives you this error, then all you have to do is change the 'node list checksum' in the model tag. Using Kornmann's guerilla (normal one won't work), open the animation tag and the model tag, copy the checksum from the bottom area of the animation tag into the checksum at the top of the model tag.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Oct 14, 2011 11:18 PM    Msg. 6 of 18       
Err...
well... here's what I did.
I imported Bourrin's Mark V (heh), added a jetpack model, linked it to Bip 01 Pelvis, and exported.

I didn't even TOUCH the nodes or frames, and it gives me this error.

Bourrin's Mark V uses original masterchief animations, so... idk why this is happening.

E: I got it ingame, but now here's what it looks like
http://www.xfire.com/video/4eebe5/
Edited by Spartan314 on Oct 15, 2011 at 01:02 AM


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Oct 15, 2011 08:05 AM    Msg. 7 of 18       
That's because you converted it to an editable mesh, therefore removing it's skin modifier and thus losing the rig. You will either have to re-rig the model itself, or you find an alternate method of applying an edit mesh/poly modifier without removing the others. One way to do this is to click the "modifier list" drop down box and then select either "edit mesh" or "edit poly", this will add it to the stack of modifiers without removing the old ones. However their are limits to what you can do with this method, for example, you do NOT want to attach anything to the mesh, all that will do is make the attached mesh begin to stretch and deform itself for no reason in-game, even if it is rigged perfectly in max. Also, in order to correctly export the rig, you must click-and-drag the skin modifier to the top of the list before exporting.

However after reading what you are trying to do, there is a much simpler way to do this. All you have to do is import the model, re-link the biped to "bip01 pelvis", and link the jetpack to "bip01 spine1". It's not hard to figure out, it just simple logic, you want something to move with a certain part of the bipeds body? Just link it to the bone that controls that part.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Oct 15, 2011 07:03 PM    Msg. 8 of 18       
The problem with the simple way... is that it gives me the material index error.
The only way I know to fix that is to go to edible mesh and change the set IDs...


XlzQwerty1
Joined: Aug 6, 2009


Posted: Oct 15, 2011 11:22 PM    Msg. 9 of 18       
Import bourrin's mark v

Import jetpack model

Link bourrin's mark v to bip01 pelvis

Link jetpack model to bip01 pelvis

Assign the SAME multi-sub material to bourrin's mark v and the jetpack model

Change the jetpack model material ID to something else that does not conflict with the IDs on bourrin's mark v

EDIT: Export
Edited by XlzQwerty1 on Oct 15, 2011 at 11:23 PM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Oct 16, 2011 03:35 AM    Msg. 10 of 18       
Quote: --- Original message by: XlzQwerty1

Import bourrin's mark v

Import jetpack model

Link bourrin's mark v to bip01 pelvis

Link jetpack model to bip01 pelvis

Assign the SAME multi-sub material to bourrin's mark v and the jetpack model

Change the jetpack model material ID to something else that does not conflict with the IDs on bourrin's mark v

EDIT: Export
Edited by XlzQwerty1 on Oct 15, 2011 at 11:23 PM

That's the part I get stuck on. No matter what I do, I can't seem to get that right.


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Oct 16, 2011 04:57 AM    Msg. 11 of 18       
Quote: --- Original message by: XlzQwerty1

Import bourrin's mark v

Import jetpack model

Link bourrin's mark v to bip01 pelvis

Link jetpack model to bip01 pelvis

Assign the SAME multi-sub material to bourrin's mark v and the jetpack model

Change the jetpack model material ID to something else that does not conflict with the IDs on bourrin's mark v


EDIT: Export
Edited by XlzQwerty1 on Oct 15, 2011 at 11:23 PM


That will only cause problems, not fix them. Linking the jetpack to "bip01 pelvis" without skinning it will only make it look weird in-game. Also, you can use multiple multi/sub objects in the same model, and you can use the same material ID on as many objects as you want, changing the number to something the other mesh is not using will only cause errors if the material does not contain a texture for that number.

@Spartan314: Post the exact error you are getting. It is most likely being caused by bad material ID's or your material itself was not set up properly.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Oct 16, 2011 01:43 PM    Msg. 12 of 18       
WHOOPS. Forgot to tell him to skin/rig it to whichever bone that the chest is also rigged to.


Import bourrin's mark v

Import jetpack model

Link bourrin's mark v to bip01 pelvis

Link jetpack model to bip01 pelvis

Skin/rig jetpack model to the same bone that the chest is rigged to

Assign the SAME multi-sub material to bourrin's mark v and the jetpack model

Change the jetpack model material ID to something else that does not conflict with the IDs on bourrin's mark v

Export.


Fixxd

@rerout.

I know what I'm doing with the post about assigning the same multi sub. That's how I got all the halo 3 spartan perms ingame for slappy and his vahalla. There were no errors.

________________

This is what spartan314 should do, assuming there is 1 material/shader for the jetpack, and 3 materials/shaders for the mark v spartan.

First you create a multi sub material in 3ds max, with 4 materials inside it.
Apply names and add a bitmap to each of the 4 materials.
The first 3 should be corresponding to the spartan materials/shaders, and the last one should be for the jetpack.
Now go to the spartan model and assign the multi-sub object material to the model. Now on the spartan model, click editable mesh, and click yes to the skin modifier warning that pops up. Now select each face and assign a material ID that corresponds to each of the 3 spartan materials in 3ds max. Now you have your spartan materials set up.

Now go to the jetpack model and assign the multi-sub object material to the model. On the jetpack model, click editable mesh and click yes to the skin modifier warning that pops up. Assuming you have only one material for the jetpack, select all faces, and assign the material ID of 4 to the jetpack. Now you have your jetpack materials set up.

You can now export, compile the model, test it in sapien, compile ingame. (Remember to change the nodelist checksum on the .gbxmodel to the one that the animation file has)
Edited by XlzQwerty1 on Oct 16, 2011 at 01:54 PM

Just msg me on xfire if you need further assistance.
Edited by XlzQwerty1 on Oct 16, 2011 at 01:57 PM


jigsaw_jimmy
Joined: Aug 1, 2009


Posted: Oct 16, 2011 02:12 PM    Msg. 13 of 18       
why not just link the jetpack to whatever bone you were going to rig it to after linking it to the pelvis and cut out the middle man? saves time, works just as well, less room for errors.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Oct 16, 2011 03:24 PM    Msg. 14 of 18       
Quote: --- Original message by: jigsaw_jimmy
why not just link the jetpack to whatever bone you were going to rig it to after linking it to the pelvis and cut out the middle man? saves time, works just as well, less room for errors.


Same thing. I just link them to the bip01 pelvis to be more organized. It still works the same way.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Oct 16, 2011 04:35 PM    Msg. 15 of 18       
Oh boy... this was supposed to be the easy part of a project... I guess not.

Okay guys so in the end I still have to rig? I better get some tutorials...


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Oct 16, 2011 08:38 PM    Msg. 16 of 18       
Quote: --- Original message by: XlzQwerty1
WHOOPS. Forgot to tell him to skin/rig it to whichever bone that the chest is also rigged to.

@rerout.

I know what I'm doing with the post about assigning the same multi sub. That's how I got all the halo 3 spartan perms ingame for slappy and his vahalla. There were no errors.


Sorry, I didn't mean it like that. You didn't specify everything in the original post and if he didn't know what else to do, it would not work. I was just trying to help, sorry if I offended.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Oct 16, 2011 09:12 PM    Msg. 17 of 18       
What about
-Use Ghost GBXModel importer to import skinned/rigged markv
-Apply materials
-weld verts
-auto-smooth
-Import model of jetpack
-Make new material for jetpack
-Apply material to jetpack
-Link jetpack to bip01spine2 or whatever the upper torso is
-Use ghost jms exporter to export (vertex weights checked/default)


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Oct 16, 2011 09:50 PM    Msg. 18 of 18       
WORKS! Thanks everyone!
Special thanks to Xlzqwerty1


http://www.xfire.com/video/4f04e5/

Now onto the next stage...
I want to get that jetpack animated so that when you press the flashlight, the jets pop out.

 

 
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