It keeps giving the model animations compression saves 0 bytes error, without the "#elite_touchpad01.JMA", and it doesn't create the .model_animations self.
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It keeps giving the model animations compression saves 0 bytes error, without the "#elite_touchpad01.JMA", and it doesn't create the .model_animations self.
are you sure your saving it to the right place AND typing the right command. also it always says "saved as 0 bytes" doesn't matter what you export.
Positive. I also use HEK+ to prevent any spelling errors.
Tomorrow I'll try to find someone who's done it before and I'll send him the max file so he can have a go and see what I'm doing wrong...
im doing one right now and until i had the frame in the scene of my goblin biped it didn't export. animations OR GBX.
Okay, well, just to let you know, I use a biped bone rig, not a GBXmodel import, so it might be different.
my biped was not imported. it was rigged then i had to go in and rename all of the bip001 stuff to frame bip001 to make it export.
Try re-importing the GBXModel with Bluestreak, and import a weighted model, with biped nodes as bones. Reanimate, and then export.
make sure you save the JM* files in a folder called animations
example: Characters\cat\cat\animations
(within animations is your JM" files)