mschoeldgen[Xww2] Posted December 19, 2008 Author Report Share Posted December 19, 2008 Find more about 'parenting' (linking) and the display window in the hierachy help thread: http://bfeditor.org/forums/index.php?showtopic=5013 Quote Link to comment Share on other sites More sharing options...
azreal64 Posted December 24, 2008 Report Share Posted December 24, 2008 Alright I got that down, but after I exported my animation, it tells me that "Scene Parse.exe" has to close down and I get this weird file called blah.baf.ske that is 0kb and I have no clue why. Quote Link to comment Share on other sites More sharing options...
mschoeldgen[Xww2] Posted December 25, 2008 Author Report Share Posted December 25, 2008 The exporter determines the kind of object to export by the naming of the 'root_' object helper. I think you plan to export an animation but somehow end up with a damaged *.ske file ? that points to a wrongly named 'root_' object where you accidently have something in it like 'root_skeleton_blablabla' . To export an animation your root should probably be called something like 'root_animation_My1PFire' which would lead to a file called 'My1PFire.baf' . BAF ( Bone Animation File ) is the correct filetype for an animation, while SKE is an exported skeleton (probably undesired in your case ) Quote Link to comment Share on other sites More sharing options...
mrful Posted March 28, 2009 Report Share Posted March 28, 2009 Can this be done with gamx? if that is the case, I would be verry happy! Quote Link to comment Share on other sites More sharing options...
mschoeldgen[Xww2] Posted March 28, 2009 Author Report Share Posted March 28, 2009 Afraid not The reason is that the BF2 tools for gmax lack the skeleton import function . It might be possible to reconstruct at least the 1P skeleton with gmax onboard tools but that is a challenging task 'cause the position and rotation of bones must fit 100% for good looking animations. Also the names of the bones need to be 100% correct or the animation will not work. Quote Link to comment Share on other sites More sharing options...
a-10freAK Posted October 6, 2009 Report Share Posted October 6, 2009 (edited) He, nice tut! Everything work, but I got 1 problem. Your 0.79 / 3.5 /13.81 aren't the right place for my pistol, the hand doesn't fit my pistol? You know other X Y Z numbers? thanks! Ohh and another thing, Do I need to parent the meshes 2 to 5 to mesh1 ??? THANKS! Edited October 6, 2009 by a-10freAK Quote Link to comment Share on other sites More sharing options...
mschoeldgen[Xww2] Posted October 6, 2009 Author Report Share Posted October 6, 2009 (edited) I'd use the visual representation once the animation has been loaded. All animations start and stop with the base pose . Use the first frame of the animation to shift your weapon into the correct position. ( AutoKey must NOT be on ! ) If your animations are for righthanded players ( ) use the right hand as reference to position your gun. After that hook it into the hierachy and replace the boxes from the animation importer with the meshes from your gun. Edited October 6, 2009 by mschoeldgen[Xww2] Quote Link to comment Share on other sites More sharing options...
GroovyDawg Posted October 18, 2009 Report Share Posted October 18, 2009 The extended doomlabs tool link needs updating. Its broken. Other than that, this tut worked perfect for me. This one needs preserving. Quote Link to comment Share on other sites More sharing options...
Bensta Posted October 18, 2009 Report Share Posted October 18, 2009 (edited) Yea Doomlab looks like its down for good Use the POE tools anyway, they are more up to date http://bfeditor.org/forums/index.php?showtopic=10199 Edited October 18, 2009 by Bensta Quote Link to comment Share on other sites More sharing options...
clivewil Posted October 18, 2009 Report Share Posted October 18, 2009 well they are here anyway, for anyone who wants them: http://www.clivewil.battlefieldsingleplaye...20for%203DS.exe ...thanks again to the Doomlab guys. i use their heightmap importer often, and these tools work alongside the PoE2 tools without any worries Quote Link to comment Share on other sites More sharing options...
UberWazuSoldier Posted March 4, 2010 Report Share Posted March 4, 2010 I find it only imports them if your skeleton's root is root_skeleton_blahblah rather than ske::root_skeleton_blahblah - just a little nuance I suppose, but yeah. Quote Link to comment Share on other sites More sharing options...
dodek96_pl Posted August 30, 2010 Report Share Posted August 30, 2010 Thanks for tutorial!It's really helpful.But I had some issues, when i import the animation,the weapon jumps back on 0,0,0.Everything seems to be ok when i export it,but in-game it still jumps on 0,0,0.What could i do wrong and what can I do to fix it? Thanks in advance. Quote Link to comment Share on other sites More sharing options...
mschoeldgen[Xww2] Posted August 31, 2010 Author Report Share Posted August 31, 2010 I'd first check the origin and scale of the weapon by using another animation set ( like a vanilla animation from a similar weapon ). If this works then your weapon is ok and you probably did a simple mistake like having the 'AutoKey' activated while setting the basic position of the weapon after importing it into the animation scene. If scale and transforms are all reset it should work as expected. Quote Link to comment Share on other sites More sharing options...
dodek96_pl Posted August 31, 2010 Report Share Posted August 31, 2010 3DS just hates me,everytime I make an animation the weapon just keeps moving down.I used BF2 AK101 and MP5.I think maybe i screwed up the meshes.Is there any chance of seeing this tutorial in a video? Quote Link to comment Share on other sites More sharing options...
Kev4000 Posted August 31, 2010 Report Share Posted August 31, 2010 Make sure the mesh1 through mesh16 (or however many meshes your weapon has). I would however recommend using Junk's IK setup and redoing the animations completely (very easy task after you get used to it). Setting up an animation scene using vanilla animations is much harder then using an existing one, even if it requires redoing the lot. Quote Link to comment Share on other sites More sharing options...
wolfpack Posted June 25, 2014 Report Share Posted June 25, 2014 How do you fix weapons that dont play the reload animation when going into a prone animation from standing? Quote Link to comment Share on other sites More sharing options...
DEVILMAN Posted June 28, 2014 Report Share Posted June 28, 2014 @Wolfpack,are you trying to achieve this Quote Link to comment Share on other sites More sharing options...
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