Author Topic: Animation glitch on playertype  (Read 5374 times)

« Last Edit: September 05, 2014, 08:22:06 PM by TB2 »

It's also backwards for certain players

Did you prioritize your animations in the exporter?

Did you prioritize your animations in the exporter?
I use milkshape and I'm new to playertypes, what do you mean?

Ah, I see how to do it. Can I get a list of which need to be first?
« Last Edit: August 23, 2014, 09:08:09 PM by TB2 »

I was able to get everything setup, using this:

>root                                  -> prio=0; blending=none
>look & headside               -> prio=1; blending=root
>standing side                   -> prio=2; blending=none; cycle
>standing forward & back  -> prio=3; blending=none; cycle
>crouch                              -> prio=4; blending=none
>crouch side                       -> prio=5; blending=none; cycle
>crouch forward & back     -> prio=6; blending=none; cycle
>jump & stand jump           -> prio=7; blending=none
>fall                                    -> prio=8; blending=none
>armReady & spear charge-> prio=9; blending=none
>attack, activate, & build    -> prio=10; blending=root
>death                               -> prio=11; blending=none


I am crashing for some strange reason after fixing some animations and setting priorities. I was able to run the game before fixing some animations, which all I did was flip around (they were facing the wrong way, flipping the camera around to the front)

The console shows no sign of crashing.

I only crash after trying to change the player's datablock with events.

I was able to fix the issues involving crashing, and I've narrowed it down to a glitched walking animation and hand raised.

The walk animation is actually just half a walk, which might be the problem however it should be root when the player is still.

https://www.youtube.com/watch?v=Xx-0_vVj6eM&feature=youtu.be

Alright! I've fixed everything, but I have to rotate two joints shown in the video where I take out the wrench, and I need some help fixing the walking error shown:

http://youtu.be/gC3tAFbx2O0
It's around 0:30


Edit: Sorry for me posting 4 times in a row, but I'm fixing these problems myself and I don't know how.
« Last Edit: August 24, 2014, 09:10:54 AM by TB2 »

Alright! I've fixed everything, but I have to rotate two joints shown in the video where I take out the wrench, and I need some help fixing the walking error shown:

http://youtu.be/gC3tAFbx2O0
It's around 0:30


Edit: Sorry for me posting 4 times in a row, but I'm fixing these problems myself and I don't know how.
I cant help you with the feet over heads thing but your walking animation needs to be cyclic/loop.

It definitely looks like it's priority problem.It looks like all of his animations (dsq files) are in the same priority.

I was able to get everything setup, using this:

>root                                  -> prio=0; blending=none
>look & headside               -> prio=1; blending=root
>standing side                   -> prio=2; blending=none; cycle
>standing forward & back  -> prio=3; blending=none; cycle
>crouch                              -> prio=4; blending=none
>crouch side                       -> prio=5; blending=none; cycle
>crouch forward & back     -> prio=6; blending=none; cycle
>jump & stand jump           -> prio=7; blending=none
>fall                                    -> prio=8; blending=none
>armReady & spear charge-> prio=9; blending=none
>attack, activate, & build    -> prio=10; blending=root
>death                               -> prio=11; blending=none


I am crashing for some strange reason after fixing some animations and setting priorities. I was able to run the game before fixing some animations, which all I did was flip around (they were facing the wrong way, flipping the camera around to the front)

The console shows no sign of crashing.

I only crash after trying to change the player's datablock with events.
it shouldn't happen if you did all those steps. unless you didn't modify well the joints or the animations.
If you give up, I can just send to you my 'blockhead' model ( milkshape file) I was working on, and he works fine in blockland. you just need to replays the groups of your model to the new joints of 'blockhead'.
I suggest you for the next time to press 'Zero Joints' which in 'Tools' list.. But do it after you deselected the Auto Smooth. and after that start doing the animations
« Last Edit: August 26, 2014, 10:41:48 AM by BlockAlpha »

What should the priority be for the walk animation?

I officially give up. I'm giving out the milkshape file here, if you manage to fix it, please post an updated file.

Bluetooth Boy gave me a fix, but for some reason it only worked for a little bit.

https://www.mediafire.com/?fg3aj6j3po26pcd

« Last Edit: September 06, 2014, 08:55:18 PM by BlockAlpha »

Wow, thanks! Remove the link, I'll give you credit when I release the player.

Oh, what was wrong with it?
« Last Edit: September 06, 2014, 08:53:50 PM by TB2 »

Wow, thanks! Remove the link, I'll give you credit when I release the player.

Oh, what was wrong with it?
Actually I dunno. I think it was the joints which aren't rotated well
You don't have to give a credit.
« Last Edit: September 06, 2014, 08:58:44 PM by BlockAlpha »

Actually I dunno. I think it was the joints which aren't rotated well
You don't have to give a credit.
I'm giving credit :)

Also, can I have the updated milkshape file for updates?