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Original animation GAD issue.


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#1
DrugeFlux

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 Hello, 

Some original animations are being creating for a project I am doing and I am having some issues with the GAD. We can't seem to export the GAD correctly with the animation.

If we export it without the GAD, the character moves around fine in the toolset, but outside the "Yellow Selection box", stays in place. Because of this, if I bring a cutscene camera to close the character, they disappear. 

Or, if we try to export the animation with an embedded GAD (from 3D Studio Max), the character and  the "Yellow Box" just stay in place. Does anyone know how to correctly export an animation out of 3DS Max with a Gad information that the toolset can correctly read?

Thanks a ton,
-D

Modifié par DrugeFlux, 12 juin 2010 - 11:45 .


#2
Eshme

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You use my tools or something? You need to activate the Checkbox that sais GAD export that should be how you correctly export it.



Sometimes you need to activate "Play GAD" in the toolset animation track tried that?

#3
KangaRuegg

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Hello, I'm the animator working on this, and I am using your 3D Studio Max importing/exporting tools Eshme (and they are very useful! Thanks!). I have checked the GAD export checkbox and we've activated "play GAD" in the toolset, and all it seems to do is make the animation pop around all over the place (I've even tried checking the "entrance GAD" on and off too.). I also tried exporting it with the "GOB" node moving with the character's root (don't know if that's the proper way to manually animate the GAD, but I was experimenting...). The best that did was keep the animated character in place without the root translating anywhere. Anyway, I'm at a loss as to how to make the GAD work properly with the animation... The only way we can make it play properly is to export the animation without the GAD.



Thanks for listening.



-Kyle

#4
Eshme

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It is currently a bit problematic to animate GOB. Point is on "animated" ,since you can move it without setting keyframes. This can be used to animate your character within a scenario build up in 3ds, on real assets from DA, with which you move the character into place instead moving the scenario around the character's 0 position.

But it doesnt work animating GOB to simulate GAD, even thou that is what the game essentially does. The reason is that this would conflict with the automatic GAD calculation. But i try to solve that.



You have Version 2.10 yes? To properly make GAD you only animate Root to make the character move. That is basically it.

I cannot explain the Character moving all over the place o.O Can you explain this phenomenon?

#5
DrugeFlux

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Thanks for the replay mate, really appreciated. Apparently he tried exporting it again the way he was trying before and for some reason it worked. Not sure why, but for some reason it decided to export correctly.

Not sure what he was doing before to make it export to such odd results, but if we find out what the issue was, if there was one. I'll post it here, thanks again for the amazing tools man. Quite amazing stuff. :)

-D

Modifié par DrugeFlux, 16 juin 2010 - 07:48 .


#6
Eshme

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Ah cool man cool yo lol solve yourself is what i like the most ^^



If there no hassle, can he sent me working pieces of some animations. I wanna look if the exporter is used as i had it in mind.

#7
DrugeFlux

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I'll let you know when it is done. :)