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Messages - Joris Ceoen

#226
WWMT Questions / $attachment really complicated...
February 23, 2012, 07:32:16 AM
Ok, I'm really experimenting with all the WWMT, and I recently came across that attachment menu and particles. It's really something I need, it's vital for the visual performance on my map.

I did everything correctly I think, but when I use the sequence by which the particle is attached to the bone, it simply doesn't show up. I'll post what's in the QC file:


//QC File generated by the Wall Worm Model Tools Version 1.745
//Get the latest version and notes at:
//http://wallworm.com/projects/utilities/docs

$scale 1
$modelname   "3dsmaxmodels/SSBB_Ike.mdl"
$body SSBB_Ike "SSBB_Ike.smd"
$cdmaterials "3dsmaxmodels"
$sequence idle "SSBB_Ike" loop fps 30
$sequence Ike_standidle "Ike_standidle" loop fps 30
$sequence Ike_move "Ike_move" loop fps 30
$sequence Ike_normalattack "Ike_normalattack" fps 38
$sequence Ike_specialattack "Ike_specialattack" fps 30 {
{ event AE_START_SCRIPTED_EFFECT 0 "explosion_huge follow_attachment Fire" }

{ event AE_END_SCRIPTED_EFFECT 30 "explosion_huge follow_attachment Fire" }
}
$attachment "Fire" "ValveBiped.Bip01_L_Hand" 0 0 0 rotate 0 0 0


$include   "SSBB_Ike_wwmt_custom.qci"



So: My model is Ike from SSBB. When he uses the specialattack, at the left hand (where his sword is), should that particle explosion_huge start...
When I use it in-game, it doesn't work.

When I check the attachment location in the model viewer, it shows exactly the attachment's location, but no particle...


What am I doing wrong? Any help?

Many thanks!

PS: I used that explosion_huge simply because it is in the VDC. I actually want it to work with a particle I made in the particle_editor, but let that aside atm.
#227
WWMT Questions / Re: Don't understand $sequence
February 22, 2012, 05:15:04 PM
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 :)
#228
WWMT Questions / Re: Don't understand $sequence
February 19, 2012, 04:11:22 PM
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?
#229
WWMT Questions / Re: Don't understand $sequence
February 19, 2012, 04:32:27 AM
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?
#230
WWMT Questions / Re: Don't understand $sequence
February 18, 2012, 05:37:16 PM
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!
#231
WWMT Questions / Re: Don't understand $sequence
February 18, 2012, 10:20:05 AM
Ok no problem. jorisceoen@hotmail.com

Sorry, in that case I misinterpreted it. It was not checked anyway :)
#232
WWMT Questions / Re: Don't understand $sequence
February 18, 2012, 09:14:04 AM
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)
#233
WWMT Questions / Don't understand $sequence
February 18, 2012, 06:33:13 AM
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?
#234
Quote from: jorisceoen on December 28, 2011, 03:53:26 PM
Quote from: wallworm on December 28, 2011, 03:45:15 PM
OK... I have a suspcion that you are having problems because various elements in the model are Grouped. WWMT has known problems with any set of items that are grouped. It's been documented but easy to miss... but for anyone reading this thread... NEVER GROUP ITEMS... use layers and linking instead. (At some point I may address the grouping issue... but I'm not sure when).

I noticed in one screen shot above you have two (2) WWMT helpers in the scene... this may have happened because the WWMT helper is grouped with something else in the model... and maybe a second one was created in the scene...?

Unforunately, selecting the WWMT helper and hitting Ungroup caused something in the skin to mess up.

In any event, I was able to compile the model... but when I added some sequences... the model did not run like it should... so I'm not entirely sure what is going on. I don't know if there is simply something generally corrupted in the file or if it is a setup issue.

Can you think of anything you've done differently in this model from ones you've successfully exported before?
Grouping... And therefor it's probably the cause of no compiling! I'll check it out immediatly! Thanks for the answer!

EDIT: YES! You are amazing! It's exactly because I grouped! Thanks very much it works now! (For those who have the problem too: Just UNGROUP you entire model, and then compile it again, it will work).

And as you said, I didn't find anything about the grouping issue, so I couldn't guess it was that. Thank you again! Saves me houres of work now
#235
Quote from: wallworm on December 28, 2011, 03:45:15 PM
OK... I have a suspcion that you are having problems because various elements in the model are Grouped. WWMT has known problems with any set of items that are grouped. It's been documented but easy to miss... but for anyone reading this thread... NEVER GROUP ITEMS... use layers and linking instead. (At some point I may address the grouping issue... but I'm not sure when).

I noticed in one screen shot above you have two (2) WWMT helpers in the scene... this may have happened because the WWMT helper is grouped with something else in the model... and maybe a second one was created in the scene...?

Unforunately, selecting the WWMT helper and hitting Ungroup caused something in the skin to mess up.

In any event, I was able to compile the model... but when I added some sequences... the model did not run like it should... so I'm not entirely sure what is going on. I don't know if there is simply something generally corrupted in the file or if it is a setup issue.

Can you think of anything you've done differently in this model from ones you've successfully exported before?
Grouping... And therefor it's probably the cause of no compiling! I'll check it out immediatly! Thanks for the answer!
#236
Quote from: wallworm on December 28, 2011, 03:15:14 PM
Send me the Max file that has the model and the WWMT helper already set up in your scene.
Sent!
#237
Quote from: wallworm on December 28, 2011, 03:10:29 PM
I've never had that happen. Maybe something got corrupted in the file. Feel free to send me the file and I will see if the model compiles here or not. I'll PM my email address.
I've tried to compile it with $staticprop and then it works, but when I want my animation with it, it doesn't work.

If I want to send the file, I must also add the model to it right?
#238
I have a strange thing: It used to work perfectly, I got all paths set up correctly and I have exported models before.

What happened: I was as usual animating my model, and suddenly I got a BSOD... Ok I return to 3DS Max 2012 and I redo my animations which I lost.
I got back to the point where it crashed, and everything worked fine.


Now, when I hit the export button, he start creating all the files, and at the "SMD MODEL pridedemon"


It just stays there, it does NOTHING AT ALL. The only thing I can do is close the compile window, and by that nothing happened.
I couldn't find a single thing to do to fix it, any1 help?

I have provided a screenshot of the compile window
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