
Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jan 3, 2012 09:10 PM
Msg. 1 of 14
Can somebody explain to me why a model and it's animation would have different node checksums? Because they're happening right now and it's getting really annoying.
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Jan 3, 2012 09:25 PM
Msg. 2 of 14
It happens to me all the time. I have no idea what causes it but it's an easy fix. Whether you know how to fix it or not, I'll post the solution here for anyone who doesn't: First you will need Kornman00's modified gurilla. http://hce.halomaps.org/index.cfm?fid=1081 Open your gbxmodel and model_animations file. Next, in your model_animations file scroll all the way to the bottom until you find a section called animations, node list checksum should be the 6th one down from that. Copy and paste that number into the node list checksum box at the top of the gbxmodel. Edit: Waffles beat me to it Edited by rerout343 on Jan 3, 2012 at 09:29 PM
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jan 3, 2012 11:43 PM
Msg. 3 of 14
I moved the node checksum from the model into the animation, but the weapon still wouldn't show up. Or fire. Or much less be actually in my hands.
E: And yeah, I'm using bluestreak. Edited by Spartan314 on Jan 3, 2012 at 11:51 PM
E2: Redid the stuff. Still different node checksums. So no model. Even if I change it, no model. :( Edited by Spartan314 on Jan 4, 2012 at 02:22 AM
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Jan 4, 2012 07:39 AM
Msg. 4 of 14
If it's first person, something is not matching up in either the weapon or the FP arms in your animations. Make sure that both the FP arms and FP weapon model have the exact same nodes as your animations.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Jan 4, 2012 11:47 AM
Msg. 5 of 14
Quote: --- Original message by: Spartan314
I moved the node checksum from the model into the animation, but the weapon still wouldn't show up. Or fire. Or much less be actually in my hands.
E: And yeah, I'm using bluestreak. Edited by Spartan314 on Jan 3, 2012 at 11:51 PM
E2: Redid the stuff. Still different node checksums. So no model. Even if I change it, no model. :( Edited by Spartan314 on Jan 4, 2012 at 02:22 AM You should move the nodelist checksum from the animation into the model, not model into animation.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jan 4, 2012 02:28 PM
Msg. 6 of 14
Quote: --- Original message by: rerout343 If it's first person, something is not matching up in either the weapon or the FP arms in your animations. Make sure that both the FP arms and FP weapon model have the exact same nodes as your animations. They do. I double checked. Quote: --- Original message by: XlzQwerty1 You should move the nodelist checksum from the animation into the model, not model into animation. At first I moved the animation into model, but that wouldn't work, so I tried model into the animation, but that wouldn't either. E: What I wanna know is, what is it that makes this happen? Edited by Spartan314 on Jan 4, 2012 at 03:07 PME2: ...should I just scrap and make a new origin with a new model. Edited by Spartan314 on Jan 4, 2012 at 08:21 PM
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jan 5, 2012 01:50 PM
Msg. 7 of 14
Quote: --- Original message by: waffles if fixing the checksums didnt work then you messed up with your animations or the models nodes and markers are messed up. Ok, I'll have to just redo my animations then. :/ And how would the nodes and markers be messed up?
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jan 5, 2012 02:05 PM
Msg. 8 of 14
If I made an animation, took out the FP arms and left only the FP model, exported, that model should work with the animation, right?
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Jan 5, 2012 02:19 PM
Msg. 9 of 14
What do you mean by took out the fp arms and left only the fp model? You cant remove any nodes or bones
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jan 5, 2012 02:24 PM
Msg. 10 of 14
To get the fp.gbxmodel, I took out the FP weapon from the animations and exported it.
Compiled the animations. Edited by Spartan314 on Jan 5, 2012 at 02:24 PM
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Jan 5, 2012 02:27 PM
Msg. 11 of 14
Did you take out the weapon bones and nodes as well? That's probably why.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jan 5, 2012 02:29 PM
Msg. 12 of 14
no I left in the weapon nodes and markers.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Jan 5, 2012 03:43 PM
Msg. 13 of 14
Then I don't know why.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jan 5, 2012 06:59 PM
Msg. 14 of 14
Grr, this is getting on my nerves. I can't even get the weapon ingame! :( E: Oh my GOD. I think I know what's wrong. Let me check. E2: Yup, I was right... Recently Cheddars gave me the Noble Six. Since I was using sentinel weapon tag from containment, of course the Noble Six wouldn't be able to pick it up. I had to swap Noble 6's character animations with Ziga's and it worked. I can't believe I'm so stupid to not realize this.. gosh.. Sorry for the troubles and thanks to everyone that helped. http://www.xfire.com/video/528bcb/ E3: I don't suppose this is the thread for it, but... in the weapon, it looks as if the laser is shooting from under the weapon. How would I fix this to make it from the barrel? Edited by Spartan314 on Jan 5, 2012 at 11:45 PM
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