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Messages - cynaraos

#1
I forgot to mention that I got help with fixing the problem, just a few days after I last posted - it was simply caused by the fact that I had used the "Mirror" button in 3DS Max to lazily mirror the front "steering" bones.
#2
this also now happens to another model I've tried compiling.
it's basically the same, the right front wheel bone is offset in a weird manner while all the other bones are exactly like they should be.

#3
it doesn't look like it has to do with the wheels being bodygroups, or an issue with animations, since when I remove all my animation lines and add the front wheels to my main body SMD, the issue is still present.
#4
I've hidden the 'shapes' category in the 'Display' category, which is probably why you aren't seeing my helpers. either way, I also see nothing wrong with my scene.

yes, only the right front wheel is off.

I tried compiling without the $origin command, but all my wheel bones end up flipped 180 degrees -


before I made this thread for some help, I re-exported all of my SMDs, so they should all be using the same skeleton.
#5
https://dl.dropboxusercontent.com/u/46555596/ShareX/2016/10/26/bolide.max
I don't want to pack the textures I've used in the scene.

if you want to compile it exactly in my own manner, refer to my modelsrc files:
https://dl.dropboxusercontent.com/u/46555596/ShareX/2016/10/26/bolide%20wip%20modelsrc.7z
#6
I've tried compiling a car model for use as a prop_vehicle_jeep car, but when it's compiled, one bone, the wheel bone for the right front wheel, is offset from where it should be, practically as if the bone moved without what's skinned to it (the wheel) following it.
when the wheel is spun, either ingame or through posing in HLMV, it pivots originating from around the tire of the wheel, and the wheel can be spun to look like it's properly centered to its axle.

this is how it should obviously look like:



this is how it ends up looking:



I exported the 'suspension', 'turning', and 'wheelspin' sequences through the standalone Wall Worm SMD exporter, and I exported the meshes with the 'all-in-one' Wall Worm window's 'Export SMDs' button, since I'd rather write my own QC.

what could possibly have gone wrong?

I can freely provide my 3DS Max 2016 scene and QC/SMDs if they're needed.

edit:
you'll have to excuse me, but I have to go to bed right now.
#8
after attempting to follow your instructions regarding the bodygroup floater, I began compiling the model. when WWMT was doing that, I did not get any command prompts like regularly, but a script error message, around 10 seconds after pressing "Export QC+Model".
after this happens, any action I do with WWMT produces an error sound.
screenshot showing the window and prompt that popped up: http://i.imgur.com/xmB6UA4.png
#9
I have been trying to get a bodygroup to work properly in Source, using 3DS Max and WWMT. so far, I've been able to technically make the bodygroup work as intended, but, as the subject describes, the bodygroup in question is rotated 90 degrees to the right. it seems that something similar to the pivot for the mesh being moved back, with the rotation happening after that, is what happens, when the model is compiled.

screenshot that shows both the HLMV perspective and 3DS Max perspective: http://i.imgur.com/lWzYWqB.png
.3ds file: https://dl.dropboxusercontent.com/u/46555596/save03.max
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