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View Full Version : HCE BIP01 NOOOO



FRain
October 14th, 2010, 11:12 PM
A few months back, I was able to compile a cinematic animation without trouble and place it onto a default cyborg. I've been through several reformats since then, but now I'm getting a problem.

No matter what bones i hide, delink or etc from the animation,

F!#$ING BIP01 WILL ALWAYS COMPILE WITH MY ANIMATION, AND SCREW UP THE NODE COUNT.

I've tried several ways, and it seems that the only other way that I can think would be to use Blitzkrieg, which would mean I'd have to swtich back to Max8, but if someone can find a solution I'd be friggin appreciatiative.

L283023
October 15th, 2010, 12:47 AM
Why don't you compile your animation. Import the cyborg's bones from the gbxmodel. Import the animation into Max. Then export and compile your new animation.

FRain
October 15th, 2010, 06:27 PM
it ends up being a huge fail when i tried that