Author Topic: Animation help  (Read 2099 times)

I was working on a weapon (Using Blender 2.49), and I wanted to add an animation, because the default animation with an automatic gun looks crazy and weird. However, whenever I tried to parent my object to the bone that was in pose mode, it would set the armature itself as the parent for my gun, not detail32. Extra info, I was was using the hands model, and I tried it with the hands joined with my object, and by themselves, but it didn't seem to change anything.

Why are you parenting your model to detail32? don't do that

Why are you parenting your model to detail32? don't do that
What? You're supposed to parent the model to Detail32, then parent Detail32 to Shape. I'm positive that's the way you do it.

What? You're supposed to parent the model to Detail32
You don't need to do that. (I've never parented anything anyways.) I think the exporter does it automatically + I wrote a guide on this and it says you're not supposed to do it so I'm trusting my old self. Try not parenting the model and see if that changes anything.

What? You're supposed to parent the model to Detail32, then parent Detail32 to Shape. I'm positive that's the way you do it.
You're wrong, Armatures are parented to Detail32, not the model.

Guys, don't confuse him, now. Everything that's animated gets parented to their animated bones (moving mesh is parented to its animated bone). But, if a mesh is not animated, it has to be parented to detail32, as this empty specifies what is rendered and what isn't. Basically, any mesh you want seen needs to be a child of detail32 in some manner, even if it is as a sub-child, child-ed to an animated armature.

But, if a mesh is not animated, it has to be parented to detail32
The exporter does this automatically. If you're are exporting a mesh that isn't parented to anything the exporter automatically creates the proper hierarchy. I've never parented anything except when I'm animating.

My exporter doesn't set it up automatically, unless I use Quick Export. What exporter are you using? O.o

My exporter doesn't set it up automatically, unless I use Quick Export. What exporter are you using? O.o
Blender DTS Exporter 0.96 beta 3. I've never used quick export. I've never had to parent anything. (Apart from when animating, if I recall correctly the animation simply didn't play when nothing was parented.)

Huh. I must have a different version, 'cause the console screams at me when I don't parent properly, and it doesn't export until I do.


Okay, I did what you guys said, only parented the armatures to detail32, but now my animation doesn't play.

This is what I have, where "Action" is my animation:
stateName[0]                     = "Activate";
   stateTimeoutValue[0]             = 0.15;
   stateTransitionOnTimeout[0]       = "Ready";
   stateSound[0]               = weaponSwitchSound;

   stateName[1]                     = "Ready";
   stateTransitionOnTriggerDown[1]  = "Fire";
   stateAllowImageChange[1]         = true;
   stateSequence[1]   = "Ready";

   stateName[2]                    = "Fire";
   stateTransitionOnTimeout[2]     = "Smoke";
   stateTimeoutValue[2]            = 0.05;
   stateFire[2]                    = true;
   stateAllowImageChange[2]        = false;
   stateSequence[2]                = "Action";
   stateScript[2]                  = "onFire";
   stateWaitForTimeout[2]         = true;
   stateEmitter[2]               = AK74UFlashEmitter;
   stateEmitterTime[2]            = 0.05;
   stateEmitterNode[2]            = "muzzleNode";
   stateSound[2]               = AK74UShot1Sound;
   stateEjectShell[2]       = true;

   stateName[3] = "Smoke";
   stateEmitter[3]               = AK74USmokeEmitter;
   stateEmitterTime[3]            = 0.05;
   stateEmitterNode[3]            = "muzzleNode";
   stateTimeoutValue[3]            = 0.01;
   stateTransitionOnTimeout[3]     = "Reload";

   stateName[4]         = "Reload";
   stateSequence[4]                = "Reload";
   stateTransitionOnTriggerUp[4]     = "Ready";
   stateTransitionOnTriggerDown[4]      ="Fire";
   stateSequence[4]   = "Ready";

Instead of my animation playing, my gun plays the default animation of the arm moving up and down.

Did you export your animation as a .dsq?

Okay, I did what you guys said, only parented the armatures to detail32, but now my animation doesn't play.
You shouldn't have multiple armatures. (I don't know if it actually matters, I've never really tried it.) Select all your armatures and press Ctrl J to join them together. Oh and when you're exporting disable the armature in the nodes tab. Blockland can't read that data so it shouldn't matter that it's there, but I prefer not to export it since it's not used.

Did you export your animation as a .dsq?
DSQ is only used for play animations. DTS can contain animations too.

Okay, I'll go try that.

Update: It didn't change anything.
« Last Edit: August 09, 2013, 11:10:33 AM by ArchaicModifications »