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

Author Topic: Biped Animation Problem (31 messages, Page 1 of 1)
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Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jun 30, 2012 06:17 PM    Msg. 1 of 31       
Using the same scene from Max, I exported the .jms for the model, and imported and exported all the default cyborg animations.
Ran through tool, and both went through fine. No errors.

Max Scene:

http://farm8.staticflickr.com/7123/7475035310_718ebda4cf_c.jpg

Max Hierarchy

I try to put the biped in Sapien, it gives me an error.
Debug:
07.01.12 09:51:42  a hobo pc 01.01.00.0609 ----------------------------------------------
07.01.12 09:51:42 reference function: _write_to_error_file
07.01.12 09:51:42 reference address: 401b13
07.01.12 09:51:42 Couldn't read map file './a_hobobeta.map'
07.01.12 09:51:42 CreateDevice succeeded with refresh rate = 0
07.01.12 09:51:42 Sound card doesn't meet minimum hardware requirements. Disabling hardware option.
07.01.12 09:51:42 Increasing sound decompression buffer size to 1048576 bytes
07.01.12 09:52:06 the model 'spartan314\characters\jetpackbipedreach\jetpackbipedreach' and the animation graph 'spartan314\characters\jetpackbipedreach\jetpackbipedreach' don't match
07.01.12 09:52:06 the object 'spartan314\characters\jetpackbipedreach\jetpackbipedreach' will not animate
07.01.12 09:52:17 local player 0, weapon (0x0), deleted unexpectedly
07.01.12 09:52:39 OUT OF OBJECTS: cannot create jetpackbipedreach


I've been trying to fix for the past 2 weeks and I can't seem to get it to work.
Any idea what could be going wrong?
Edited by Spartan314 on Jun 30, 2012 at 06:18 PM


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Jun 30, 2012 06:27 PM    Msg. 2 of 31       
Open the animations, go to the bottom, you'll see a field called "node list checksum", copy and paste that into the node list checksum in the gbxmodel at it's top.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jun 30, 2012 07:37 PM    Msg. 3 of 31       
I did that. Same outcome...


DarkLord0912
Joined: Jan 17, 2009

Works on bigger and better things


Posted: Jul 1, 2012 12:38 AM    Msg. 4 of 31       
Oh woops nevermind,why dont you have everything linked to the parent node?
Edited by DarkLord0912 on Jul 1, 2012 at 12:39 AM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jul 1, 2012 03:26 AM    Msg. 5 of 31       
I linked the biped mesh to bip01 pelvis, and then linked up all the parts of the jetpack. So I think that's OK.
Then I redid the animations.

Still no good.
Edited by Spartan314 on Jul 1, 2012 at 03:43 AM


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jul 1, 2012 03:51 AM    Msg. 6 of 31       
I have no idea if this will work or not, but here is one thing you could try. Open one of the Max scenes (if you saved any) of your biped with one of the animations loaded and try exporting the model from there.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Jul 1, 2012 10:08 AM    Msg. 7 of 31       
try renaming the bones in "frame" instead of bip01[...], i remember the hunter's spikes uses the frame prefix.

Are you sure your model animation matches the bones of your biped ? lol as far as I remember you would have to reexport the whole set of the spartan.

or maybe add the frames directly in the model animation so you can use the stock one.
That things are pretty hazardous but I remember havin trouble for editing the model animation of my h3 hunters :/

But one thing sure, if you dont have the new nodes in the model animation (ie you're actually using the stock model anim or boneset for the animations) it wont work w/e you do.


DarkLord0912
Joined: Jan 17, 2009

Works on bigger and better things


Posted: Jul 1, 2012 01:42 PM    Msg. 8 of 31       
Hey I'd be willing to look at your tags if you pm me them,as long as I can open it in max 8.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jul 2, 2012 02:35 AM    Msg. 9 of 31       
I opened the files in Guerilla, and I realized the animations hadn't included the jetpack nodes. (Thanks Nick)

I went back to the scene, and made sure the jetpack nodes were linked:


I imported one cyborg animation to test, and exported.
It still didn't identify the jetpack nodes.

I'm bewildered as to what to do.

E:
@DarkLord0912: I use Max 2010...
Edited by Spartan314 on Jul 2, 2012 at 03:21 AM


DarkLord0912
Joined: Jan 17, 2009

Works on bigger and better things


Posted: Jul 2, 2012 04:18 PM    Msg. 10 of 31       
WAIT!!

Thats your problem right there,You have new nodes on your model and your using the halo 1 masterchief animations they want match.

Are you sure your using a custom animation graph,your not mistakenly using the orginal?


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jul 3, 2012 07:13 AM    Msg. 11 of 31       
It was the bluestreak exporter. I dunno why, but it just didn't pick up my new nodes. I used CAd's animation exporter and it got the nodes first try.
It's really tedious though.. Switching and reloading the scripts so that the scripts actually work.

I'm on my iPhone right now so I can't post details but when I finish importing and exporting all the animations I'll post whether it's a success or not. ;)


XlzQwerty1
Joined: Aug 6, 2009


Posted: Jul 3, 2012 11:10 AM    Msg. 12 of 31       
Quote: --- Original message by: l283023
Quote: --- Original message by: Spartan314
I imported one cyborg animation to test, and exported.
It still didn't identify the jetpack nodes.

I hope you're not trying to export animations with Bluestreak.


I never knew you could export animations with bluestreak. I wouldn't dare doing that though.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Jul 3, 2012 07:18 PM    Msg. 13 of 31       
I think the animation importer makes a delay of 1 frame... try to export an anim and import it to compare


XlzQwerty1
Joined: Aug 6, 2009


Posted: Jul 3, 2012 07:26 PM    Msg. 14 of 31       
There was a flag in the importer that you could have it checkmarked so that it does not have the extra one frame.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jul 4, 2012 08:50 PM    Msg. 15 of 31       
Well... at least I didn't get the model and animation graph don't match error, but I did get something else equally as depressing. Will upload pictures...

E: Pictures




Help...
Edited by Spartan314 on Jul 4, 2012 at 10:07 PM


XlzQwerty1
Joined: Aug 6, 2009


Posted: Jul 4, 2012 10:35 PM    Msg. 16 of 31       
Quote: --- Original message by: Spartan314

Well... at least I didn't get the model and animation graph don't match error, but I did get something else equally as depressing. Will upload pictures...

E: Pictures
http://farm8.staticflickr.com/7114/7505164902_3821895276_z.jpg
http://farm8.staticflickr.com/7126/7505167664_3b7157f38b_z.jpg
http://farm9.staticflickr.com/8430/7505155504_e087fc9393_z.jpg

Help...
Edited by Spartan314 on Jul 4, 2012 at 10:07 PM


Dear god someone help this poor man. May those two spartans rest in peace.


DarkLord0912
Joined: Jan 17, 2009

Works on bigger and better things


Posted: Jul 4, 2012 11:13 PM    Msg. 17 of 31       
It's your Overlay animations that are doing that.


Just thought you should know.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jul 5, 2012 12:08 AM    Msg. 18 of 31       
I kinda figured... the imported overlays did look... different.

So... what do I do now?


DarkLord0912
Joined: Jan 17, 2009

Works on bigger and better things


Posted: Jul 5, 2012 01:31 AM    Msg. 19 of 31       
Make new Overlay animations specific to your biped.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jul 5, 2012 02:04 AM    Msg. 20 of 31       
Is there like a tutorial or something that I can follow? I couldn't find anything.


DarkLord0912
Joined: Jan 17, 2009

Works on bigger and better things


Posted: Jul 5, 2012 03:02 PM    Msg. 21 of 31       
There are no tutorials for biped overlay animations.

I've tried to make some and they never turned out right.


DarkLord0912
Joined: Jan 17, 2009

Works on bigger and better things


Posted: Jul 5, 2012 11:31 PM    Msg. 22 of 31       
broad...


no the word is "biped overlay animations" not fp arms which arent a biped.


And everytime someone says something about an overlay animation issue people like you post the very same thing all the time

heres a aiming overlay

0-default
1-downleft
2-down
3-downright
4-left
5-foward
6-right
7-upleft
8-up
9-upright


^^^thats not gonna help him there alot more than aiming overlays


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jul 6, 2012 04:20 AM    Msg. 23 of 31       
There are so many overlays... I don't know where to start.
Or even how exactly each one should look like...


DarkLord0912
Joined: Jan 17, 2009

Works on bigger and better things


Posted: Jul 6, 2012 03:12 PM    Msg. 24 of 31       
Your best bet is to try to load some in max on a simple biped like the monitor so it's no t confusing and see how they move with each type of overlay animation they have.


or try the sentinel.


Im redoing my brutes so when I come upon they overlays I'll give you some advice.

But for now it's up to you basically.


jigsaw_jimmy
Joined: Aug 1, 2009


Posted: Jul 6, 2012 03:57 PM    Msg. 25 of 31       
look at the original masterchief's model and animation node checksum or whatever at the top of tag (near the bottom in the animation tag iirc). make sure the two on your model and animation match each other, and make sure they also match the original masterchief's
Edited by jigsaw_jimmy on Jul 6, 2012 at 03:58 PM


XlzQwerty1
Joined: Aug 6, 2009


Posted: Jul 6, 2012 09:40 PM    Msg. 26 of 31       
Quote: --- Original message by: jigsaw_jimmy

look at the original masterchief's model and animation node checksum or whatever at the top of tag (near the bottom in the animation tag iirc). make sure the two on your model and animation match each other, and make sure they also match the original masterchief's
Edited by jigsaw_jimmy on Jul 6, 2012 at 03:58 PM


Y'know, maybe you should have read what was posted above in the thread. A nodechecksum mismatch would cause the object to not appear at all. He has a different problem now.


DarkLord0912
Joined: Jan 17, 2009

Works on bigger and better things


Posted: Jul 8, 2012 01:43 AM    Msg. 27 of 31       
Quote: --- Original message by: waffles

what about overlay animations? your being too broad by just saying there are no tutorials for "overlay" animations.aiming overlays?

the frame count for aiming overlays is 9 each is a different direction the character can look/aim

0-default
1-downleft
2-down
3-downright
4-left
5-foward
6-right
7-upleft
8-up
9-upright

overlays are used for things like fire animations and anything else requiring an animation to play while other animations play. overlay's generally only use few nodes/bones for animation as opposed to full body animations like for jma animations. as far as overlays go, the only hard thing that might be confusing is the aiming/look overlay frames (above^
Edited by waffles on Jul 5, 2012 at 03:10 PM










Quote: --- Original message by: waffles

Quote: --- Original message by: DarkLord0912
broad...


no the word is "biped overlay animations" not fp arms which arent a biped.


And everytime someone says something about an overlay animation issue people like you post the very same thing all the time

heres a aiming overlay

0-default
1-downleft
2-down
3-downright
4-left
5-foward
6-right
7-upleft
8-up
9-upright


^^^thats not gonna help him there alot more than aiming overlays


^wtf are you talking about. when did i mention anything about fp arms? aiming overlays are used in 3p too guy.

And everytime someone says something about an overlay animation issue people like you post the very same thing all the time

people like me?! is that supposed to mean something? someone who goes out of their way to help people on here on a daily basis?

overlays besides aiming overlays are just ANIMATIONS they arent special in anyway other than what format they are saved and what they are used for. REFERENCE STOCK TAGS REFERENCE STOCK TAGS REFERENCE STOCK TAGS.

for the monitor being brought up in the discusion, the "idle overlay" animation is referenced in the object animations and activated through the bipeds functions. ive already went over this with 314 one day over xfire.

overlays (JMO) are typically used for looking/aiming frames, fire animations, and special cases for object animations such as the monitor/sentinel/engineer. overlays typically do not use every node/bone in animation for the reason that the animation plays over other animations.

wtf ever...
Edited by waffles on Jul 7, 2012 at 02:22 PM


Now I can clearly say your post doesnt make since,you say my statment of overlays is to broad."In green"

But in my post above which you say is too broad clearly says "biped animations"
why on earth would I be talking about fp arms.

You brought up fp arms assuming I was not being specific about animation types..

And like I said your repost of the simple aiming overlay will not help him.

How does he know what bones to move or rotate??
How does he know why should be rotated or moved?

Thats pretty much the end of that!


XlzQwerty1
Joined: Aug 6, 2009


Posted: Jul 8, 2012 10:43 AM    Msg. 28 of 31       
^He never said anything about fp arms. He just said overlays in general are used to superimpose a normal animation (eg firing/aiming overlays), where you require to only move a few bones in contrast with jma animations requiring the use of every bone.


Gamer_Kid
Joined: Jun 29, 2011

Cool Tags only


Posted: Jul 8, 2012 01:38 PM    Msg. 29 of 31       
]
Quote: --- Original message by: DarkLord0912
There are no tutorials for biped overlay animations.
I've tried to make some and they never turned out right.










Quote: --- Original message by: waffles

what about overlay animations? your being too broad by just saying there are no tutorials for "overlay" animations.aiming overlays?

the frame count for aiming overlays is 9 each is a different direction the character can look/aim

0-default
1-downleft
2-down
3-downright
4-left
5-foward
6-right
7-upleft
8-up
9-upright

overlays are used for things like fire animations and anything else requiring an animation to play while other animations play. overlay's generally only use few nodes/bones for animation as opposed to full body animations like for jma animations. as far as overlays go, the only hard thing that might be confusing is the aiming/look overlay frames (above^
Edited by waffles on Jul 5, 2012 at 03:10 PM[/quote



You should re read these XLQWERTY Dark's says there are no biped overlay animation tutorials "red".

Then the other guy says hes being to broad "green".

Now saying he's being to broad was kindas stupid because he was clearly specific "Biped"
not fp arms animations or turrent animations ect.
Everyone seems to be getting off on something else>


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jul 13, 2012 05:44 AM    Msg. 30 of 31       
So this kind of sucks.

Waffles gave me a crash course on overlay animation in 3P, but I'm stills struggling. I might need a video demonstration or something. :'(
Or since I'm really desperate I could get someone to do it for me, but I wouldn't learn anything.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jul 13, 2012 09:45 PM    Msg. 31 of 31       
I'm more of a monkey see monkey do guy so that'd be appreciated.

 

 
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