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tFighterPilot
01-03-2004, 06:24 PM
The pieces of the AT PT are all messed up :(

http://server5.uploadit.org/files2/030104-wegotaproblem.JPG

Duncan_10158
01-04-2004, 10:12 PM
yeap, i know this. its caused by eighter mirrored meshes or bones or moved meshes after they are weighted or the IK solvers you mentioned in the other post.

did you try to port it in game as no-animated vehicle? try once to export it with an animation that has no effect on the meshes. does it look the same way? if you mirrored meshes try to use >reset XForm< befor weighting. do that anyway with all meshes befor starting to weight.

if you mirrored bones, you have to redo it. i already told you this, so sorry for repeating it all the time, i just want to be sure.

if its the IK? try to make a test animation without IK solvers, if it works right then one with. if then it works wrong we know it.

let us know.

tFighterPilot
01-05-2004, 06:33 AM
I didn't mirrored the bones, I done each seperatly. I didn't make the model, so I don't know about that.

The bones are in the right places (you can see them in modview) It's only the mesh.

tFighterPilot
01-05-2004, 06:48 AM
I did reset XForm to the whole model, nothing changed :(

When I play the animation, most of the parts move, exept for the head.

tFighterPilot
01-05-2004, 06:54 AM
Crap, I just noticed it's all editable poly!

tFighterPilot
01-05-2004, 07:11 AM
oh god, now it's all messed up. If I turn it around, and click on reset XForm, it bounces right back to his previous location. Help!

Duncan_10158
01-05-2004, 07:38 AM
befor you click reset XForm, you have to delete the skin modifiers and unbind the hirarchie. the meshes have to be unweighted and unbinded to stay in place after using XForm. if the faces get fliped inside out, convert it to editable mesh and flip them back. try to use XForm again until nothing happens.

now you can weight and construct the hirarchie again. the animation should still work.

tFighterPilot
01-05-2004, 07:41 AM
The skin was deleted when I turned it into editable mesh. I'll aslo delete the hirarchie.

tFighterPilot
01-05-2004, 08:27 AM
Nothing! It changed nothing! All the things I did changed absultaly nothing! All the parts are still scattered :(

LightNinja
01-05-2004, 10:47 AM
tfighter if u want i send u again the model, i dont know if it helps but if u need tell me

tFighterPilot
01-05-2004, 11:52 AM
No need, I never overwrite the original file.

LightNinja
01-05-2004, 12:05 PM
mmh, maybe is cuz i just cloned the left leg and made the right by mirroring it

tFighterPilot
01-05-2004, 12:15 PM
I opened the original, and yeah, it's very messed up. Can you fix it and send it back? Thanks.

LightNinja
01-05-2004, 12:35 PM
what exactly i have to do, do a new leg? 0_o, or just chage names or.. :S (my english sux..)

tFighterPilot
01-05-2004, 01:19 PM
Convert everything to editable mesh. Select the whole model, go to utilities panel, and choose reset XForm. Click on the button that shows up. Now choose every part seperatly, choose the editable mesh modifier, and move it to the right position.

LightNinja
01-05-2004, 02:29 PM
i did that, and now the right leg looks like this :
http://es.geocities.com/lightninjatpt/lol.jpg

LightNinja
01-05-2004, 02:29 PM
i did that, and now the right leg looks like this :
http://es.geocities.com/lightninjatpt/lol.jpg
how i fix it

tFighterPilot
01-05-2004, 02:35 PM
flip the faces.

LightNinja
01-05-2004, 02:55 PM
ok, also id is not much work could u do the walk like that?, i mean that the body should move up&down
http://es.geocities.com/lightninjatpt/ (atpt_walk)

LightNinja
01-05-2004, 03:04 PM
Done, lol the size of the file went from 800kb to 260kb lol, well ill send to you now.

tFighterPilot
01-05-2004, 04:04 PM
Very well done!

One thing though, and I'm really sorry about it, but could you possibly turn it around the Z axis (he should look down in the top view)

LightNinja
01-05-2004, 04:06 PM
lol? well ill do that, in 5 mins ul have the model at your mail :p, we should continue on the atpt thread (lol)

tFighterPilot
01-05-2004, 04:17 PM
No! Not actually look down, just look to the opposite direction!

I'm sorry, I should've explain better.

LightNinja
01-05-2004, 04:20 PM
np, 5 minutes :p

tFighterPilot
01-05-2004, 04:31 PM
No, it moves when I give it reset XForm. Do it like you did it the first time.

LightNinja
01-05-2004, 06:55 PM
ok, i did that, i sent it

tFighterPilot
01-05-2004, 07:18 PM
Looks good :)

tFighterPilot
01-06-2004, 08:33 AM
Any help from an experienced animated vehicles modeler would be appreciated.

Duncan_10158
01-06-2004, 11:16 AM
Originally posted by imyourfather
Any help from an experienced animated vehicles modeler would be appreciated.
Question: how can i offer my help without to sound stuck-up after this? :(

sure, i would like to help. if one of you could sent me the model like LightNinja made it and one vesion with the animations from imyourfather in a max file, i would like to take a look at them if possible. imyourfather, we can keep the animations and always merge them into a fixed model.

i am sure we can bring it in game working. you should have seen the first version of the Dewback in game. i have not even recogniced it as living creature, it looked like thrown trough a black hole. urg!

tFighterPilot
01-06-2004, 11:52 AM
You didn't tell me your email :confused:

Duncan_10158
01-06-2004, 12:18 PM
sorry, i forgot that :rolleyes:

tFighterPilot
01-06-2004, 12:52 PM
I'm sending the mesh and the skeleton (without the dummies)

Duncan_10158
01-06-2004, 01:14 PM
i got the max file but i cant open it cause i am using 3ds max 4.2 and your are using 5.1. i try to find out what i need to be able to import these files. i hope its possible somehow, its strange.

Duncan_10158
01-06-2004, 04:40 PM
No, i cant load a max 5 file into my max 4.2!

i cant take a look at the ATPT animated, that you sent me, imyourfather. in what format did LightNinja the vehilce sent you? was it in max 5 format too? if not i could that a look on that at least.

tFighterPilot
01-06-2004, 04:52 PM
It was max 5

Is there any other format that can save bone data?

Duncan_10158
01-07-2004, 10:08 AM
None that i know of, that wouldnt lose any information. you can save it as XSI the animations and meshes will be there but thne bones turned into dummies when loading back into 3ds max. to pass mashes i normaly use md3 format, the mesh and sknimap stay the same. you could sent it in these two formats but i am not sure if i can realy help you this way.


BTW, i have problems to posts on some threads. on the droideka thread for ex. i cant post now for about a week! i wrote mails but didnt get any support. what could we do?

LightNinja
01-07-2004, 10:29 AM
PM moderators =p, btw, now i know that .5 files cant be open with 4.2 cuz i sent a guy other model (was a player model weighted and all) and he couldnt open it, i thought that my max was bad but now i know why he couldn't open it, he had 4.2 . Also if u cant open a 5.1 file, nobody with a version under of 5 will be able to open it?, And if is able, he could save the model and send you to open it, well i hope you can open it.

Duncan_10158
01-08-2004, 10:45 PM
first off, the forum seems to work perfect again. greatest thanks!

it looks like there is no way to port a file in max format down from one version to a lower. the only way so i could take a look at the model would be if you sent it in md3 format. you can convert the bones into meshes befor saving as md3. if you add the animated model as XSI then i have all the thing in different saved files but i can puzzle it together if needed.

let me know if you think you could need my help.

LightNinja
01-16-2004, 12:15 PM
first off, the forum seems to work perfect again. greatest thanks!
Yah, 2 weeks :eek:, btw Duncan, a guy called Unknown999 from gamingforums.com could open a .max of v.5-1 with 3DSMax 4, i dont know how he did it but ill ask.