
razgrizone
Joined: Aug 9, 2016
I have no mouth and I must scream
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Posted: Aug 9, 2016 01:24 AM
Msg. 1 of 5
I have a problem. So I tried making myself an fps model view with animations using a downloaded Reach AR tag and the vanilla "Cyborg" fp arms. I used 3ds max 8 to put it all together and for some reason the view, when I try it out in-game, looks like this. https://s10.postimg.org/cjj807p0p/halo_8_8_2016_9_50_49_pm.jpg (I set the fov to max to see what it looks like, I would have posted the images, but I need 6 more days for that) Its my first time trying to "mod" something. I was trying make an Assault rifle using Reach AR but keeping the Halo 1 animations. Similar to how Halo anniversary did where they used halo 3 for the assault rifle while keeping the animations. For this one I used the Reach AR. Im wondering if its something to do the overlay since whenever I open the overlay animations in 3ds, the arms are messed up for reason. Edited by razgrizone on Aug 9, 2016 at 01:25 AM
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Aug 9, 2016 04:34 AM
Msg. 2 of 5
You have to make your own overlays. Quote: --- Original message by: Some guy whose name was lost through time First-Person Overlays Animation Type: JMO (Overlay) Frame Count: 9 [10 including 0] Specific Frame Info: Frame 0 - Default Position Frame 1 - Move Forwards Frame 2 - Move Backwards Frame 3 - Move Right Frame 4 - Move Left Frame 5 - Look Left Frame 6 - Look Right Frame 7 - Look Up Frame 8 - Look Down Frame 9 - Fully Automatic Firing
Description: How the weapon reacts to movement. For example, when you move forwards, the gun lags a bit backwards, when you move left, the gun lags a bit to the right, when you look up, the gun points a bit more up.
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razgrizone
Joined: Aug 9, 2016
I have no mouth and I must scream
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Posted: Aug 9, 2016 05:58 AM
Msg. 3 of 5
Quote: --- Original message by: Spartan314You have to make your own overlays. Quote: --- Original message by: Some guy whose name was lost through time First-Person Overlays Animation Type: JMO (Overlay) Frame Count: 9 [10 including 0] Specific Frame Info: Frame 0 - Default Position Frame 1 - Move Forwards Frame 2 - Move Backwards Frame 3 - Move Right Frame 4 - Move Left Frame 5 - Look Left Frame 6 - Look Right Frame 7 - Look Up Frame 8 - Look Down Frame 9 - Fully Automatic Firing
Description: How the weapon reacts to movement. For example, when you move forwards, the gun lags a bit backwards, when you move left, the gun lags a bit to the right, when you look up, the gun points a bit more up. Already did multiple times. I noticed that if I open the new animation file that I created in 3ds max using the gbx animation importer. The overlay and moving animations can't be imported for some reason (the ones I created) just posts an error and opens up the script for the animation importer. All animation like the first-person firing are fine. For some reason animation that were exported as a jma file can be opened normally. EDIT: Alright I noticed something weird. Whenever I use the animation importer, JMA animations seems to import normally. For JMO files they mess up (arms are not on right position, weapon is pointed to wherever). I tested this out by importing animations from the Halo 1 AR and other Vanilla weapons. Like I said before, JMA types work, JMO don't. Edited by razgrizone on Aug 9, 2016 at 06:35 AM
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Aug 9, 2016 08:44 AM
Msg. 4 of 5
Don't import the exported animations. Save your animation files individually as .max files.
Make overlays, save overlays, compile, test ingame. Open up the saved overlays, edit, compile, test ingame. Repeat until you are satisfied.
Importing JMOs always have been screwed.
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Aug 9, 2016 12:27 PM
Msg. 5 of 5
Alternatively you could just export Reach AR with h1 AR nodes and use the same animations.
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