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Thread: Animation problem with biped (custom gbx and animations)

  1. #1
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    Animation problem with biped (custom gbx and animations)

    im working on a biped i need to get in game. i can get it in game as a scenery object. the model is fine and the bones export properly ( i think) but if i try and make a biped out of it it just crashes sapien and gives me this.

    10.23.07 14:19:32 a hobo pc 01.01.00.0609 ----------------------------------------------
    10.23.07 14:19:32 reference function: _write_to_error_file
    10.23.07 14:19:32 reference address: 401b13
    10.23.07 14:19:32 Couldn't read map file './a_hobobeta.map'
    10.23.07 14:19:33 CreateDevice succeeded with refresh rate = 0
    10.23.07 14:19:33 Increasing sound decompression buffer size to 1048576 bytes
    10.23.07 14:19:39 the meter definition ui\hud\cyborg shield does not specify a stencil bitmap group.
    10.23.07 14:19:39 the meter definition ui\hud\cyborg body does not specify a stencil bitmap group.
    10.23.07 14:19:42 local player 0, weapon (0x0), deleted unexpectedly
    10.23.07 14:19:53 EAX: 0x00000002
    10.23.07 14:19:53 EBX: 0x00000001
    10.23.07 14:19:53 ECX: 0x05C34FF4
    10.23.07 14:19:53 EDX: 0x07A20015
    10.23.07 14:19:53 EDI: 0x0013F1B8
    10.23.07 14:19:53 ESI: 0x00000000
    10.23.07 14:19:53 EBP: 0x0013F090
    10.23.07 14:19:53 ESP: 0x0013F080
    10.23.07 14:19:53 EIP: 0x7C90EB94, C3 8D A4 24 ?????
    10.23.07 14:19:53 EXCEPTION halt in \halopc\haloce\source\tag_files\tag_groups.c,#3157 : #-1 is not a valid animation_graph_unit_seat_block index in [#0,#1)

    WTF? its not very helpful that its giving me a error that doesn't specify ANYTHING besides the fact that its a animation problem.

    also the biped doesn't have a collision model yet and the only markers it has are the #body and #head markers. also the the bones are all named default things like "bip01" and stuff. there all linked to frame goblin but i don't know if i should rename all the bones to frame bip 01 and so on.

    edit----
    i placed the biped in guerrilla and compiled the map. the biped creates in game no problem. except it has no animations. i'm gonna try and work on that.
    Last edited by Inferno; October 23rd, 2007 at 02:39 PM.
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  2. #2

    Re: Animation problem with biped (custom gbx and animations)

    Do what it says and specify a stencil in the tags listed. On top of that, looks like corrupted or otherwise screwed animation graphs. Find a tutorial and make sure everything is linked and named properly.
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  3. #3

    Re: Animation problem with biped (custom gbx and animations)

    10.23.07 14:19:53 EXCEPTION halt in \halopc\haloce\source\tag_files\tag_groups.c,#3157 : #-1 is not a valid animation_graph_unit_seat_block index in [#0,#1)
    You need a valid block for every animation tag section - unit, weapon, and weapon type. (The "unit" section in the .model_animation tag is referred to as "seat" in errors and such.)
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    Re: Animation problem with biped (custom gbx and animations)

    well all i really need to know at the moment is if my hierarchy is ok...



    would that be valid or do i just need to go and rename all the stuff?
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    Re: Animation problem with biped (custom gbx and animations)

    ok i got everything working on the biped EXCEPT the animations now. can someone please help me. i need to figure out how to get the stupid biped to animate. i run around with him and make him do stuff but he will not animate no matter what i do in the animation_graph. he also cannot pickup weapons or throw grenades or anything. he can jump still though.



    EDIT_-----

    ok i got it animated FINALLY but now i got a new error. my model is getting jumbled up cause of multiple weights on vertexs....... ummm help?
    Last edited by Inferno; October 23rd, 2007 at 06:49 PM.
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  6. #6

    Re: Animation problem with biped (custom gbx and animations)

    In the skin modifier go to advanced parameters and change the bone affect limit.

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  7. #7

    Re: Animation problem with biped (custom gbx and animations)

    Yes put it to 2 and make sure that each bone moves the correct area
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    Re: Animation problem with biped (custom gbx and animations)

    yeah i figured that out after comparing my skin to the MC skin. but now i have this problem.


    when i export with blitzkreig i get a perfect model and correct checksum but no rigging.

    when i export with bluestreak i get rigging but a messed up model and incorrect checksum. And when i go into the tag and change teh checksum the model BLOWS UP in game and by blowing up it just turns into a giant pile of fuck.

    so... any suggesstion
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