Roland Posted December 13, 2011 Share Posted December 13, 2011 I have some more problems with my animations. Macklebee helped me with get them going last night and that was awesome, did not understand that you use the blending value to select which one to run. This time I have a new problem which I can't understand. Watch this video and you will understand what I mean http://www.youtube.com/watch?v=yBKrTJVXfwM Quote Roland Strålberg Website: https://rstralberg.com Link to comment Share on other sites More sharing options...
Game Producer Posted December 13, 2011 Share Posted December 13, 2011 I watched video. Saw some floating chap, and tiny font in editor. Sorry, cannot help Quote Intel Dual Core 3GHz / GeForce GTS 450 - 1024 MB / Driver ver 267.59 / 8 GB RAM / Win 7 - 64 bit / LE2.50 / BMAX 1.48 game producer blog - Dead Wake Zombie Game powered by Leadwerks Engine Twitter - Unfollow me Link to comment Share on other sites More sharing options...
Gabriel Posted December 13, 2011 Share Posted December 13, 2011 oops, she has digestive problems! ;-) Quote Link to comment Share on other sites More sharing options...
Roland Posted December 14, 2011 Author Share Posted December 14, 2011 Game Producer: Maybe not the best quality but in full screen mode the code is fully readable, but thats not the important part. Didn't you understand my Swedish version of English, was it so bad Anyway, thanks for watching though Gabriel: Yeah .... real severe problems macklebee: So I didn't get it as I though I did. Well, then it was a good thing of me to write "I'm not so smart as I thought I was" in my blog. Quote Roland Strålberg Website: https://rstralberg.com Link to comment Share on other sites More sharing options...
macklebee Posted December 14, 2011 Share Posted December 14, 2011 working on an example for you... will post in a PM so I do not have to put assets into a public forum... EDIT: Found possible bug but was able to get it to work... sent a PM to Josh with an example to comment on.. Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Game Producer Posted December 15, 2011 Share Posted December 15, 2011 Was skimming it... your EN is good good luck with this. Quote Intel Dual Core 3GHz / GeForce GTS 450 - 1024 MB / Driver ver 267.59 / 8 GB RAM / Win 7 - 64 bit / LE2.50 / BMAX 1.48 game producer blog - Dead Wake Zombie Game powered by Leadwerks Engine Twitter - Unfollow me Link to comment Share on other sites More sharing options...
Roland Posted December 15, 2011 Author Share Posted December 15, 2011 The problem is solved now thanks to help by our macklebee. Thanks for you attention @Game Producer Good to hear. Its a bit scary to speak english when you has not training at all other than the TV Quote Roland Strålberg Website: https://rstralberg.com Link to comment Share on other sites More sharing options...
Flexman Posted December 16, 2011 Share Posted December 16, 2011 What was the solution, or what was the problem anyway? Quote 6600 2.4G / GTX 460 280.26 / 4GB Windows 7 Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT Tricubic Studios Ltd. ~ Combat Helo Link to comment Share on other sites More sharing options...
Roland Posted December 16, 2011 Author Share Posted December 16, 2011 Hi Flexman. The problem was me and maybe a bug or sort off bug. My character model is included in the Scene file (.sbx) and is just a mesh with a skeleton i a T-Pose. My intention was then to load each animation from separated gmf-files using LoadAnimation. I have no LOD files. My first problem was that did not understand they way blending works. Blending is used to switch betweem the different animations. They was I did it was wrong so I ended up having alla animations blending turn on at the same time, with very strange results. Now the code ensure that when I select a new animation the old blending is turned of, and that solved that problem My second problem was that LoadAnimation did not work as expected. int seqNo = LoadAnimation( characterEnt, "abstact::idle_anim.gmf" ); // this animation will cause at totally distored model when used The solution that macklebee came up with was int seqNo = LoadAnimation(GetModelLODEntity(characterEnt,1),"abstract::idle_anim.gmf") ; or int seqNo = LoadAnimation(GetChild(characterEnt,1),"abstract::idle_anim.gmf"); Taken those things into concideration everything works fine now Quote Roland Strålberg Website: https://rstralberg.com Link to comment Share on other sites More sharing options...
macklebee Posted December 17, 2011 Share Posted December 17, 2011 The solution that macklebee came up with was well i cant take credit for coming up with it... i just figured out the LoadAnimation is looking for a mesh and not the model... i had seen similar at one time when i was making my animation script for loading separate gmfs... but my final script took into account LODs whether they existed or not so the problem solved itself and i never took the time to track down what was causing it until i saw your issue and it reminded me. Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
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