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.
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.
Re: Animation problem with biped (custom gbx and animations)
Quote:
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.)
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...
http://www.freewebs.com/infernosk8terstuff/hierchy.JPG
would that be valid or do i just need to go and rename all the stuff?
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. :mad: 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?
Re: Animation problem with biped (custom gbx and animations)
In the skin modifier go to advanced parameters and change the bone affect limit.
Re: Animation problem with biped (custom gbx and animations)
Yes put it to 2 and make sure that each bone moves the correct area
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. :mad:
so... any suggesstion