I have some humanoids in my cutscene (hurlock emissary, skeleton, and revenant models), and I'm just trying to give them basic walking forward animations, and i'm trying to use the ones appropriate for the models. These work fine in the toolset (usually, but sometimes they don't work one time and work another time without having made any changes), but in game the best I can get is a frozen T-pose sliding along the ground between key points. I've tried with GAD and without GAD. I seem to remember reading something on here a while back about other people having problems with non-human humanoid animations. Anyone know what's going on, and a way to fix it?
Humanoid Animations Woes
Débuté par
Qutayba
, août 13 2010 09:05
#1
Posté 13 août 2010 - 09:05
#2
Posté 13 août 2010 - 10:28
Are you by chance renaming your animations once they're exported to local? Both the .cut and .cub animation file keeps inside the file name of its counterpart, if you rename files without fixing that internal link, you'll get the effect you describe -- characters will move around based on their position keyframes, but individual animations won't play.
#3
Posté 14 août 2010 - 06:53
I'm not renaming animations, and I've tried fresh exports of the cutscene. I don't have any problems with actual humans (or non-humanoids like spiders and dragons). It only seems to be happening with bipedal non-humans, if that makes any sense.
#4
Posté 14 août 2010 - 07:03
Just wanna clarify things. Are you saying that in the *same* cutscene, you have regular humans working fine with their animations, and the creatures remain in T position?
#5
Posté 14 août 2010 - 09:10
Is the Master LOD enabled? Check the Cutscene properties if its enabled, and disable it or check out where the Master is.
#6
Posté 15 août 2010 - 05:43
Yes, creatures (succubus and dragon) have working animations and hurlock emissary, skeleton, abomination, and revenant have non-working animations (in all cases, I just want walk forward!) in the same cutscene. It's very bizarre. I've tried switching animations. For example, I'm using hurlock-specific animations for the hurlock. Skeletons don't appear to have their own animations, but even the standard walk forward anim isn't working - works in the toolset though. I've tried toggling GAD, changing the models, etc. I guess I just need to keep trying things, but I was hoping maybe others have run into this.





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