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View Full Version : [HLP] ~ pleas see edit post 6 ~ Animation goes wrong whatever I do problem..


Ckef01
09-14-2008, 06:00 AM
Hey peeps,

I just (well, 2 weeks ago) did import an animated object, but if it goes to the animate part (it's a ride event) then it turns underground, can't explane it well so here's a video:

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/hcxwarmyvGk&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><embed src="http://www.youtube.com/v/hcxwarmyvGk&hl=en&fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"></embed></object>

Thanks for any help :)

-Ckef

stu-2693
09-14-2008, 06:18 AM
seems there is a pos1/pos2 issue, i cant tell you what LOL :p

did you use blender? if so it might be something you did different when animating...

sr3d
09-14-2008, 06:28 AM
Is the root bone on 0,0,0?

Ckef01
09-14-2008, 08:24 AM
stu ^ true, made with blender (I knew it had something to do that's not in blender XD)
sr3d ^ also yep, it stays the whole time at 0.0.0

Belgabor
09-14-2008, 09:37 AM
My hot guess is that your armature has a transformation. Go to Blender, select your armature in object mode and press 'N'. All Location and Rotation values should be zero, otherwise problems like this occur.

Vodhin
09-14-2008, 10:42 AM
It may not be. I assume that The point of rotation should be on the top of the bell, but when the animation starts, the bell rotates 180 degrees around that point at the first frame (and since the point is not at XYZ zero, the whole object swings underground). The fact that the rotations look correct during the animation - it's swinging from the bell "bottom" - I suspect that all you need to do is remove extra animations on any other points (if you see animations on more than the one bone/joint/point, delete them, save XML as a new file, try that).

Like Belgabor said, before you animate, your joints / bones need to be set to zero. I don't know about Blender, but if you are using Milkshape, every time you add a new joint or move the default locations of joints, they need to be "Zeroed" out- otherwise the existing joints get added rotations and/or translations.

Nice bell, by the way.

Ckef01
09-16-2008, 11:27 AM
important EDIT: I did what belgabor said (in object mode select the armature and press N) There came a weird window and I pressed some buttons who did say "if you lock this there is no translation possible" or something like that.
So I did that and now the bell ingame isn't 180 rotated turned anymore but insteed of 180 it's 90 degrees rotated..

Vodhin: I probably (hope so) understand it, It should be "zeroed" and I've exported it (The xml) with locked a button "Only Keyframes", because I've only used keyframes he shouldn't export the other animations (think so) but now it's still 90 degrees rotated :p



unimportant EDIT: here below between Don't Read tags I've solved by put the theme folders in groups into it, after something like 15 times the answer was there: Old Spice - Tropical Trees.

[DON'T READ]sorry for no reaction, I'm currently with another problem :bulb:
It's just a crash at 60% but this time I can't figure out what's the problem, I've deleted all the "don't even know what's it doing in there folders" in the themed folder, I've checked the custom folder even, just did everything, looked at the CD if it's damaged too.
But I'm stuck, can't figure out what's the problem..[/DON'T READ]

Vodhin
09-17-2008, 01:02 AM
You should have just one "Bone" (it's a single point) and it should have just one set of animation rotations on it (and perhaps a start and end translation- which should be equal to eachother...

Send me a PM with your XML and I'll take a look...

Belgabor
09-17-2008, 08:04 AM
You need to enter 0 for all values in that window and fix your bone assignments afterwards.