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Revenant problem


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#1
AlanSJF

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An hour of head-scratching over this is more than enough - need some help.

The revenant in my cutscene/machinima isn't reacting as it should to weapon animations. It performs the animations - reach to draw weapon, correct arm/body movements during attacks, but the actual sword and shield are stuck at his sides. I've tried 20+ animations and that sword and shield just won't move.

I placed the revenant in my area and activated it in the cutscene, same with all the other creatures, and they all do exactly what they're supposed to, so I'm stumped.

Anyone else used revenants in their cutscenes/machinima? Run into similar problems? Or have any idea at all about what might be up and how I might fix it?

#2
DarthParametric

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The revenant has the sword and shield included in the same model, unlike other creatures that use separate weapon models (as used by PC/NPCs). I gather that means it has its own specific set of animations. I'm guessing here though, as I've never used the cutscene editor.

#3
DahliaLynn

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Deleted....B)

Modifié par DahliaLynn, 18 septembre 2010 - 11:50 .


#4
FergusM

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That won't work, Dahlia. As Parametric said, the sword and shield are actually part of the revenant model and cannot be removed.



The core problem is that the revenant does not use the same skeleton (or rig? something like that) as normal humanoids, and as such uses a completely different animation set. You can only use animations prefixed with c_rah (for revenant, abomination, arcane horror).

#5
DahliaLynn

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Ahh Thanks for correcting me Fergus, consider my post non existent, void, deleted,...struck from the record :D

#6
DarthParametric

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Ah, it shares a rig with abominations and arcane horrors. That might make for some interesting animations. It would also explain the horrendous clipping in the back of the arcane horror helmet that you see in the OC Fade final cutscenes.

#7
AlanSJF

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FergusM wrote...

That won't work, Dahlia. As Parametric said, the sword and shield are actually part of the revenant model and cannot be removed.

The core problem is that the revenant does not use the same skeleton (or rig? something like that) as normal humanoids, and as such uses a completely different animation set. You can only use animations prefixed with c_rah (for revenant, abomination, arcane horror).


That's what I couldn't figure out - I was using the c_rah animations (c_rah.a_atk_v1, _v2, etc) but the sword and shield were still glued to the revenant's side. Then I tried a bunch of other animations, none of which worked either (clearly, for the reason you describe).

Anyway, I'll give it another go and see if I can come up with something that works. If not, I guess I'll have to kick the revenant to touch and replace it with something else big and nasty. Not that my Elf will complain, not having a revenant to contend with ...

*EDIT*

Success!

I did something I hadn't done before - checked the Event Editor. Opening up c_rah, I found a set of c_rah.r animations that work - the 'r' clearly standing for 'revenant'. So my poor Elf has a fight on her hands after all. Posted Image

Modifié par AlanSJF, 18 septembre 2010 - 08:03 .


#8
DarthParametric

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Looks like there are c_rah_a, c_rah_d, c_rah_h and c_rah_r animations. I presume those are, respectively, for abominations, demons (?), arcane horrors, and revenants. Did you try the c_rah_r animations?

EDIT: Ah, it seems that was indeed it.

Modifié par DarthParametric, 18 septembre 2010 - 08:06 .


#9
AlanSJF

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It's easy to forget that each element of an animation's name does actually refer to something specific, and the difference of a single letter is the difference between an animation working or not for the creature you're trying to use it on.




#10
FergusM

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Ah, sorry, forgot to mention that bit. :)

#11
AlanSJF

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FergusM wrote...

Ah, sorry, forgot to mention that bit. :)


No worries - I got there in the end.