i ripped the model into pieces,
resetxform on everything except the aurorabase,
linked everything,
ive even included the nodes including the rootdummy and linked them properly
i ripped the model into pieces,
resetxform on everything except the aurorabase,
linked everything,
ive even included the nodes including the rootdummy and linked them properly
Can you upload the mdl for us? would be better to get a real picture on what you are doing wrong or where you maybe just left out a little thing!
Can you upload the mdl for us? would be better to get a real picture on what you are doing wrong or where you maybe just left out a little thing!
how do i do that from here
sorry mate but how to upload a file ... upload the file somewhere and provide us/ me the link so i can download it and check it for you. And i only need the mdl. no texture no nothing else, just the mdl file ![]()
sorry mate but how to upload a file ... upload the file somewhere and provide us/ me the link so i can download it and check it for you. And i only need the mdl. no texture no nothing else, just the mdl file
here's the link:
http://www.mediafire...y/anubisath.mdl
I can see the problem. The pivot of torso_g has a static rotation and the mesh is rotated in the opposite direction relative to it, so it looks okay when you view it but when you load it into the toolset or the game, the pause1 animation from the a_ba supermodel kicks in and sets the orientation of the torso_g pivot to something more like zero.
To fix it, go into GMax (or 3dsMax, whichever you are using), select torso_g and under the hierarchy, set "affect pivot only" and zero the orientation.
I can see the problem. The pivot of torso_g has a static rotation and the mesh is rotated in the opposite direction relative to it, so it looks okay when you view it but when you load it into the toolset or the game, the pause1 animation from the a_ba supermodel kicks in and sets the orientation of the torso_g pivot to something more like zero.
To fix it, go into GMax (or 3dsMax, whichever you are using), select torso_g and under the hierarchy, set "affect pivot only" and zero the orientation.
i did that but it still didnt work
i did that but it still didnt work
Let's check that. Open the .mdl file in notepad, go down to the line that says "node trimesh torso_g" and a few lines below that, there will be a line with the word "orientation" in it, followed by four numbers. Copy and paste that line here. I want to know what the numbers are.
Let's check that. Open the .mdl file in notepad, go down to the line that says "node trimesh torso_g" and a few lines below that, there will be a line with the word "orientation" in it, followed by four numbers. Copy and paste that line here. I want to know what the numbers are.
orientation -0.847998 -0.529999 0.0 0.0
orientation -0.847998 -0.529999 0.0 0.0
Well, that looks okay. That's me out of ideas, sorry.
did you fix the mdl?
ok I looked at the mdl in max and it has no Pelvis?! The thighs are linked to the torso and everything has a x=90 Z=0 Y=90 value. That means the engine resets every piece to 0 0 0 and thats why the anubisath looks strange. So to fix that you have to use the right toolbar "pivot, affect pivot only, reset transform" and set everything to 0!
That isnt the hard part but what about the pelvis? What you can do is to detach some torso parts, create the pelvis out of it use a skinmesh for both so it doesnt looks like a** and you have the full thing.
But good work anyway so far ![]()
ok I looked at the mdl in max and it has no Pelvis?! The thighs are linked to the torso and everything has a x=90 Z=0 Y=90 value. That means the engine resets every piece to 0 0 0 and thats why the anubisath looks strange. So to fix that you have to use the right toolbar "pivot, affect pivot only, reset transform" and set everything to 0!
That isnt the hard part but what about the pelvis? What you can do is to detach some torso parts, create the pelvis out of it use a skinmesh for both so it doesnt looks like a** and you have the full thing.
But good work anyway so far
ok thanks, i fixed it and it works now but i can't see the animation in the game(i can still see it in the toolset though)
Well ok,
doesnt makes much sense to me right now. I assume you have created an entry for the appearance 2da right ?! Can you upload a hak pak with the all the files you use for the creature so i can check it again. Because i have no clue how to help you any further theoreticaly!
Well ok,
doesnt makes much sense to me right now. I assume you have created an entry for the appearance 2da right ?! Can you upload a hak pak with the all the files you use for the creature so i can check it again. Because i have no clue how to help you any further theoreticaly!
heres the link for the hak:
http://www.mediafire...ks/unfanmdl.hak
ok i fixed that for me... i cant upload any files right now temporarily so just follow what i did, very easy!
Reimport the anubs2.mdl and change "Pelvis_g" to "pelvis_g" and export. Delete the "a_ba" file from your hak. It is the main animation file for humans!!!
And change your appearance entry to this here:
871 Z_anubis **** Z_anubis anubst2 **** R F **** 1 1 1 NORM 2.05 3 0.4 0.6 1 0.4 1.9 H 1 17 1 1 po_Ettercap 4 9 0 2 1 60 30 head_g 0 1
I dont know what the problem realy was but either the a_ba file, the P instead of p or the entrys in the 2da!
That should do it. It works for me!
And good work. Looks realy cool ![]()
ok i fixed that for me... i cant upload any files right now temporarily so just follow what i did, very easy!
Reimport the anubs2.mdl and change "Pelvis_g" to "pelvis_g" and export. Delete the "a_ba" file from your hak. It is the main animation file for humans!!!
And change your appearance entry to this here:
871 Z_anubis **** Z_anubis anubst2 **** R F **** 1 1 1 NORM 2.05 3 0.4 0.6 1 0.4 1.9 H 1 17 1 1 po_Ettercap 4 9 0 2 1 60 30 head_g 0 1
I dont know what the problem realy was but either the a_ba file, the P instead of p or the entrys in the 2da!
That should do it. It works for me!
And good work. Looks realy cool
thanks ![]()