So I imported a GBX model, with nodes for joints, and made an animation. How can I get it to a model_animations? As soon as I link all nodes to a frame, the animation gets messed up.
Do I use bluestreak or Blitzkrieg?
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So I imported a GBX model, with nodes for joints, and made an animation. How can I get it to a model_animations? As soon as I link all nodes to a frame, the animation gets messed up.
Do I use bluestreak or Blitzkrieg?
export it as a JMA or a JMO, tool will correct you if you have picked the wrong one for the wrong animation (but JMO are animations that happen during other animations, as teh lag described it). then put them in data/weapons/(customweaponname)/fp/animations and run the tool command tool animations weapons/(customweaponname)/fp
if you did all the animations that that weapon needs it should be fine.
Actually, it's a biped animation. Do I link the geometry and the nodes or just the nodes to the frame?
ooooh most people start with fp anims. sorry for my assumption. as for biped animations, NO IDEA sorry
well if im reading what you said correctly... you said you animated it THEN you linked all the nodes to the frame? that doesnt really make sense. if you imported it, it should all be linked.
btw what do you mean by messed up?
Gbxmodels should be all ready to animate if you imported them - no node/frame setup work should be needed. Export using the BLitzkreig animation exporter (.jma, .jmo, etc***).
Note that Blitz is very picky about what it counts as a node - sometimes it refuses to export non-biped objects that start with "bip01". In this case, simply rename the nodes on export and manually change their name again in the .jm* file.
Node checksums can also get screwed up during animation of an imported model - if tool bitches about anim graphs not matching, you can open the .jm* file and change the checksum there to match that of other .jm* files. Ex:
The first part of the .jm* file would be something like this...
The part to replace if you're getting checksum troubles is the number that comes right before the first node - in this case 1429781150.Quote:
16392
66
30
1
unnamedActor
38
1429781150
frame bone24
2
-1
frame l upperarm
4
-1
......
...
*** the extensions are as follows...
.jma = standard animation. Used for most stuff.
.jmo = overlay
.jmm = root movement, used for say, vehicle entry/exit
.jmw = world-relative, used in cinematic animations for placement in BSP
.jmr = replacement, only replaces some node movement when palyed ingame, instead of all like a .jma
.jmt = turning? I'm not sure off the top of my head. I've only seen it used for biped turning anyhow.
You can tell which kind to use by looking at existing anim tags for reference.
Hmm... I can't quite follow what I'm doing wrong... Full shit:
I import using bluestreak, I get a model with nodes.
I animate it.
I rename all bip01 nodes to frame ####.
I export using blitzkrieg, I get a jma animation.
If I run tool, it gives me model and animation compression saves 0 bytes, and there's no model animations output file.
I still think I did something wrong by not linking to frame.
What I mean with messing up: I take all the nodes, I click link and drag it to a frame box. When I play the animation, all the nodes stay in one place, and only rotate instead of moving too.
Thanks... Makes sense >_< :v
I linked frame pelvis to frame elite... Still get the same problem. It still plays good though.
http://www.zippoc.com/blog/wp-conten...hor-wrong1.jpg
Don't rename the nodes, don't link them to anything. Just leave the model the way it was when you imported it.