A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »G-max animations exporter says "Node index failed" help, please.

Author Topic: G-max animations exporter says "Node index failed" help, please. (7 messages, Page 1 of 1)
Moderators: Dennis

grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Dec 10, 2011 11:52 PM    Msg. 1 of 7       
So the title of the thread says it all, cads animations exporter is spitting out this error every time i try to export my animation. Is their anyone that can help me with this? Hope to hear back soon and thanks in advance, if you can help.


DarkLord0912
Joined: Jan 17, 2009

Works on bigger and better things


Posted: Dec 11, 2011 12:19 AM    Msg. 2 of 7       
You have more than one parent node in the animation.

Make sure all the frame nodes or bip01 nodes are linked properly.

If so^^

Does your object in question have bip01 nodes and frame nodes?? "ieg frame jaw"

If so the above exporter does not like there to be bip01 and frame nodes in the same scene.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Dec 11, 2011 12:48 AM    Msg. 3 of 7       
I'm using the stock elite model and making animations for it, and is their a way to get the above exporter to except the model?


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Dec 11, 2011 06:12 AM    Msg. 4 of 7       
Quote: --- Original message by: grunt_eater
I'm using the stock elite model and making animations for it, and is their a way to get the above exporter to except the model?

link the frames correctly bro. the parent node should be the pelvis ( i think).


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Dec 11, 2011 09:59 AM    Msg. 5 of 7       
But i thought that would change the way the model was, in the animation, and make it so it wouldn't fit to the halo 1 model? or do i change the model and then make new animations for the new model?


E: i figured it out, i just renamed the "frames" with "bip01s" and changed the name back in wordpad after exporting.
Edited by grunt_eater on Dec 12, 2011 at 12:14 AM


DarkLord0912
Joined: Jan 17, 2009

Works on bigger and better things


Posted: Dec 11, 2011 10:55 PM    Msg. 6 of 7       
Quote: --- Original message by: Cheddars
Quote: --- Original message by: grunt_eater
I'm using the stock elite model and making animations for it, and is their a way to get the above exporter to except the model?

link the frames correctly bro. the parent node should be the pelvis ( i think).




Thats not his problem,It because he has the elites bip01 nodes,and another node type frame nodes.

You cant have both of them in a scene when using any community exporter.

Its a simple fix though,Im just trying to see if he will use his brain abit based on the information I've given him twice^^.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Dec 12, 2011 12:13 AM    Msg. 7 of 7       
Lol if you look at the posts you'll see that i did in fact figure it out myself.

 

 
Previous Older Thread    Next newer Thread







Time: Thu January 19, 2023 9:05 PM 110 ms.
A Halo Maps Website