Don't understand $sequence

Started by Joris Ceoen, February 18, 2012, 06:33:13 AM

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Joris Ceoen

I have made several nice animations for my model, but when I add sequences, after I compilte them, he makes smd models specifically for my model. That's exactly the way it should be.

However, when I open it up in my model viewer, I can't select any of those sequences. So what did I do? I opened up the .QC file and added the sequences. They still don't show up. I saved in 3DS Max my models EVERY TIME appart so that I really have now a seperate model for every animation, then add the sequences in the QC and it STILL doesn't show up. Sometimes, on otehr models which I animated, they do show up after an hour of trying to seek what the problem was. In the end, I didn't know what to do. But now, I really tried everything, and I can't simply get them to work.

I just think I don't understand how animations work in Source. I know there is a directly accessed 'standard' model and then you get your animations, but mine doesn't want to show them up. Any help?

wallworm

This is my guess... most likely you have the $staticprop option checked in WWMT UI. When that is turned on, the exporter ignores anything that isn't a valid part of a static prop.

If that isn't the case... then I'd have to see your Max file.

Joris Ceoen

No that's not the case, animations can only be on dynamic props. I'll send you the file. What's your email?
I'm going to send all the .max files which contain my animations (It's a bit of a mess :S)

wallworm

Don't send a bunch of files as I won't have time... simply send me the single file with the animation and your WWMT helper assigned to it. I'll pm my email.

I'm thinking maybe you misinterpreted my comment? I was not implying that animations are fine in something other than prop_dynamic. I was saying to make sure that in WWMT you do not have $staticprop checked since that option precludes the export of any $sequences .

Joris Ceoen

Ok no problem. jorisceoen@hotmail.com

Sorry, in that case I misinterpreted it. It was not checked anyway :)

wallworm

So I've opened your file and found several issues.

1) You cannot use any Grouped geometry with WWMT. That means, you cannot use the Group or Assembly functions in Max. While they can be convenient in situations where you have hugely complex scenes where you want to move separate objects as one... there is no real need for models like this. Simply put, there is no support in the SMD exporters or WWMT code for grouped geometry, and it will probably always be that way because of a few quirks in the way Max handles grouped geometry internally. So ungroup all objects.

2) When using WWMT, you should not make seperate WWMT helpers for each sequence or hull. You add all geometry (mesh and hulls) to the same helper. So in these scene, there sould only be one WWMT helper. ALl you need for each sequence is to add a name for the sequence, hit the Add Sequence button, then set it's range. Then to make another sequence, repeat the process. So in the sequence list you would have one sequence listing "running" with start 0 and end 30 ... and the second sequence would be named attack with start 31 and end 52.

Also i need to note that the sword in the hand will only animate properly you have to keep this in mind: it must be added to the main model list in WWMT after you add the body. You can add extra objects to a mesh by selecting the item and in WWMT hit the Add Sel ... that will make sure it is also assigned to the WWMT helper's mesh list. And to animate properly, you will need to apply a skin modifier to it and add the bone for the hand as the controlling bone.

Hopefully that makes sense.

Joris Ceoen

Haha! I knew I did it horribly wrong x) Ok but I understand now! I'm going to do it correctly this time. Thanks for the help!

Joris Ceoen

I got a problem. I first opened up the original Marth model without any animation so I could start from scratch. Once I added the character, I imported the sword, and it went perfectly in its place.
However, on import, he told me that the old name was importsmd and that I had to choose a new name. Ok I took the name that it already asid (which was importsmd001). Then, I went to the WWMT and choose the character as model, then, I selected the sword model and clicked Add sel... It went all perfectly.

Now, I went to the sword and it was already a modifier skin with a bone called smdNew (or something). I deleted that bone because it was right under my character and useless. I added the swords mesh to the right hand bone, and BINGO, it did exactly nothing. I mean when I rotate only the bone of the right hand, the sword just stand there, doing nothing.

In my previous failed model, the same happened, and for some reason, after I exited 3DS and reopenened the file, the sword moved along with the bone. Now, I tried the same but even when I reopen the file, the sword just stand idle there and doesn't move along with the bone. Any help? If you want I'll resent the new .max file?

Joris Ceoen

#8
Yes, I got it all working now!! Perfect!

EDIT: I got it right now with the moving up and down, it was my fault because I inserted the wrong sequence name into the .QC fine

There is however still that same problem I got with my Mart Model. The one you sent me worked perfect, but I want to start from scratch again, so I can't use that one. My problem lies still within the sword attaching to a bone. It simply DOESN'T work. Whatever I try, it won't move along with the bone. I'll tell exactly what I do starting with an empty file:

1) I open up the character model
2) Secondly, I go the the import menu and then select import/merge (tried both ways) and the sword automaticly gets into place at the right hand of my model.
3) Before anything, I go to the WWMT menu and choose 'Add sel...' to add the mesh of the sword to the main model. Everything works perfect until now.
4) You told me to add a skin modifier in the modifier menu but that was all already done by default so I didn't do that. What I did do is going to the bones menu in that skin modifier, and then I click Add bones. I click on the hand_right bone (exactly where the sword is) and BINGO. I doesn't work at all :S No matter what I do, even if I would smash my computer on the ground the sword still wouldn't move a single picometer...

It's a bit frustrating because everytime I progress, I bumb again into another problem. It's not related to WWMT at all, it must be really something stupid that I'm missing again, but at least I'm 100% sure I did exactly what you told me...

Any help?

wallworm

I am sorry you are having problems. Unfortunately, it isn't always as simple as we'd all hope. Just be glad there are some options out here like WWMT, Wunderboy, Convexity, etc... for Source or otherwise it would be 100 times worse :)

I will try top share some more input tomorrow as I just read this and it's already late.

Meathead

Would love to help but im lost in this! Never worked with Rag doll animations or Bones for that matter.

wallworm

Quote from: jorisceoen on February 19, 2012, 04:11:22 PM
My problem lies still within the sword attaching to a bone. It simply DOESN'T work. Whatever I try, it won't move along with the bone. I'll tell exactly what I do starting with an empty file:


4) You told me to add a skin modifier in the modifier menu but that was all already done by default so I didn't do that. What I did do is going to the bones menu in that skin modifier, and then I click Add bones. I click on the hand_right bone (exactly where the sword is) and BINGO. I doesn't work at all :S No matter what I do, even if I would smash my computer on the ground the sword still wouldn't move a single picometer...

The sword should be attached to only one bone... and that bone should be that right hand in this model. Check to see what bone it's attached to. If you have to, remove the current bone in the skin modifier on the sword and add the correct one.

There are other options and scenarios that can be considered, but I think that is what you're looking for at the moment.

Joris Ceoen

Hi, I recently found out what the problem is. When I imported the sword, there was already a skin modifier created for it, but that was not really a good skin modifier (for whatever reason).

What I had to do is to delete the pre-created skin modifier and then remake a new one. Then add the right hand bone and it worked :)

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