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Messages - saref

#1
WWMT Questions / Re: Exporting Sequence smd
November 25, 2014, 05:17:39 AM
Ok. Thanks. Now the exporter works fine!
#2
WWMT Questions / Re: Exporting Sequence smd
November 23, 2014, 02:09:14 AM
I downloaded the model. And I myself did animation. But it does not matter

Well, as you can see, the normal SMD (ragdoll.smd) has been exported to the old version of the exporter - "Sequence File generated by the Wall Worm SMD Exporter 1.63".
A wrong SMD (john_lock154.smd) has been exported to the new version of the exporter - "Sequence File generated by the Wall Worm SMD Exporter 1.71".
So I think that all the same problem in exporter. But the problem could be in another.
#3
WWMT Questions / Re: Exporting Sequence smd
November 20, 2014, 01:12:51 AM
I send you a file to your email address 14 hours ago. I hope you can help me.
#4
WWMT Questions / Re: Exporting Sequence smd
November 19, 2014, 09:45:43 AM
Ok. I will show screenshots yet.

I import sequence smd with these settings:


After importing I move the animation to 1 frame, and the result is this:


But the skeleton should not move at all.



#5
WWMT Questions / Re: Exporting Sequence smd
November 19, 2014, 08:40:08 AM
I want to make a ragdoll for Garry's Mod. So I need sequence smd "ragdoll.smd". In this file there are no animations.
I tried to change the settings of the importer. The problem is not the importer. The problem is in the exporter. Because sequences are exported using the previous version WWMT exporter works fine. Well this is my opinion.
#6
WWMT Questions / Exporting Sequence smd [Solved]
November 19, 2014, 07:05:40 AM
When I export the sequence smd,


and then import, bones scattered everywhere.


What could be the problem?
#7
WWMT Questions / Error
April 30, 2014, 11:36:14 PM
QuoteERROR: Rotation constraint on bone "ValveBiped.Bip01_Pelvis" which has no parent bone!!!

What is this? How to fix it? Help!
#8
What could be the problem?
Video:
http://youtu.be/F9Ir8fulZ48
#9
WWMT Questions / Re: Ragdoll
April 30, 2014, 06:42:35 AM
Quote from: jorisceoen on April 29, 2014, 01:30:47 PM
When looking at the video, aside from the problem it looks like most joints are actually rotating too much, looking as if all of his ligaments are torn. I suggest to base yourself upon most of Valve's biped's to look at how the body parts and the collisions should rotate as opposed to each other. Feets won't turn that much so when he lies on his back on the ground, his feet shouldn't be able to touch the ground. In fact it may even help you solve the problem all together  :)
Thank you. I will try it.
#10
WWMT Questions / Re: Ragdoll
April 29, 2014, 05:46:25 AM
Quote from: wallworm on April 10, 2014, 07:08:03 PM
Also look into changing the joints' damping settings in the hierarchy panel.
Not helped. Now part of ragdoll just falls into the ground
#11
WWMT Questions / Re: Ragdoll
April 09, 2014, 11:02:03 PM
Quote from: wallworm on April 06, 2014, 12:29:19 PM
You can try using the Bone Tools at Wall Worm > Wall Worm Model Tools > Bone Tools and setting the Skip Joint command for the feet bones. That feature was added in update I just loaded.
Ok. Thank you.
#12
WWMT Questions / Ragdoll
April 06, 2014, 01:29:43 AM
My ragdoll foot problems. Video: http://www.youtube.com/watch?v=KWX7OdXJrjs. Help me please.
#13
WWMT Questions / Re: $animatedfriction
April 06, 2014, 12:45:26 AM
Quote from: wallworm on April 05, 2014, 11:29:05 AM
At this moment in time, you'll have to add this parameter manually to the QC. Then run the compile batch file again that is for the same QC it its same folder.
Thank you
#14
WWMT Questions / $animatedfriction
April 05, 2014, 12:26:33 AM
How can I add the parameter $animatedfriction?
#15
Quote from: wallworm on March 30, 2014, 09:07:06 AM
I'm glad you figured it out. I'm curious what you mean by "fishboxes". Are you referring to Hit Boxes?

No, I wanted to say "Physbox". This error translator.
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