Sub animation

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Sub animation

Postby DanIam on Tue Feb 14, 2012 1:54 pm

Hey guys. We're having a major problem with our character. Whenever we're trying to export sub animation (the one when only certain body parts have animation) from 3ds to sdk we're getting weird results. Like bones which shouldn't be animated positioned wrong, or even being moved to 0,0,0 cords.
Is there any tricks i should know to be able to export it correctly?
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Re: Sub animation

Postby DanIam on Wed Feb 15, 2012 11:36 pm

anyone?
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Re: Sub animation

Postby cra0kalo on Fri Feb 17, 2012 10:01 pm

erhhh
Post me your qc files content
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Re: Sub animation

Postby DanIam on Sat Feb 18, 2012 12:35 pm

Here it is
Attachments
sam.rar
(690 Bytes) Downloaded 379 times
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Re: Sub animation

Postby cra0kalo on Sun Feb 19, 2012 3:09 am

DanIam wrote:Here it is

Ok I took a look but couldn't really find anything that stood out to me. I would strongly suggest using my qc content and just replacing the nameing.

Open up the qc
and examine it's structure

Hope this helps,
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Male_Animations_sdk.7z
Modified by me
(447.47 KiB) Downloaded 383 times
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Re: Sub animation

Postby boing on Wed Feb 29, 2012 9:06 am

We are still having the problems with subanimations, if anyone could just take our hand and guide us through this :(

This is what subanimations made out of the poor creature Image

and this is the qc we are using:
Code: Select all
$modelname   "characters\sam.mdl"
$body mybody   "sam_ref.smd"
$cdmaterials   "models\characters\"


$sequence IDLE      "Sam_ACT_Standstill.SMD" loop fps 30
$sequence ACT_WALK   "sam_ACT_WALK.SMD" loop fps 30
$sequence ACT_USE   "Sam_ACT_Fidget1.SMD" fps 30  //Fidget 1 animation

$sequence ACT_MELEE_ATTACK1 delta { "sam_ACT_SUB_Bark.SMD" fps 45 //Bark animation
}

//$sequence ACT_WALK_SW   "sam_ACT_WALK_SW.SMD" loop fps 30
//$sequence ACT_WALK_NE   "sam_ACT_WALK_NE.SMD" loop fps 30
//$sequence a_walk1   "sam_ACT_WALK.SMD" loop fps 30
//$sequence a_WalkS "sam_ACT_WALK_S" loop fps 30
//$sequence a_WalkS "sam_ACT_WALK_S" loop fps 30


//$animation a_WalkS "sam_ACT_WALK_S" loop fps 30.000000 LX LY
//$animation a_WalkSE "sam_ACT_WALK_SE" loop fps 30.000000 LX LY
//$animation a_WalkE "sam_ACT_WALK_E" loop fps 30.000000 LX LY
//$animation a_WalkNE "sam_ACT_WALK_NE" loop fps 30.000000 LX LY
//$animation a_walk1 "sam_ACT_WALK" loop fps 30.000000 LX LY s
//$animation a_WalkNW "sam_ACT_WALK_NW" loop fps 30.000000 LX LY
//$animation a_WalkW "sam_ACT_WALK_W" loop fps 30.000000 LX LY
//$animation a_WalkSW "sam_ACT_WALK_SW" loop fps 30.000000 LX LY

//$collisionmodel "sam_phy.smd" { $concave }
$collisionjoints "sam_ragdoll.smd" {


 $mass 30.0
 $inertia 10.00
 $damping 0.50
 $rotdamping 1.50
 $rootbone "charple1.pelvis"

 $jointconstrain "charple1.femur_l" x limit -50.00 -15.00 0.20
 $jointconstrain "charple1.femur_l" y limit -35.00 35.00 0.20
 $jointconstrain "charple1.femur_l" z limit -61.00 61.00 0.20

 $jointconstrain "charple1.tibia_l" x limit -1.00 -1.00 0.20
 $jointconstrain "charple1.tibia_l" y limit 0.00 0.00 0.20
 $jointconstrain "charple1.tibia_l" z limit 3.00 106.00 0.20

 $jointconstrain "charple1.femur_r" x limit -15.00 15.00 0.20
 $jointconstrain "charple1.femur_r" y limit -20.00 27.00 0.20
 $jointconstrain "charple1.femur_r" z limit -82.00 30.00 0.20

 $jointconstrain "charple1.tibia_r" x limit 0.00 0.00 0.00
 $jointconstrain "charple1.tibia_r" y limit 0.00 0.00 0.00
 $jointconstrain "charple1.tibia_r" z limit 3.00 93.00 0.20

 $jointconstrain "charple1.tarsus_r" x limit -3.00 3.00 0.20
 $jointconstrain "charple1.tarsus_r" y limit -10.00 10.00 0.20
 $jointconstrain "charple1.tarsus_r" z limit -39.00 30.00 0.20

 $jointconstrain "charple1.lumbar" x limit -15.00 15.00 0.20
 $jointconstrain "charple1.lumbar" y limit -3.00 3.00 0.20
 $jointconstrain "charple1.lumbar" z limit -8.00 8.00 0.20

 $jointconstrain "charple1.spine" x limit -15.00 15.00 0.20
 $jointconstrain "charple1.spine" y limit -10.00 10.00 0.20
 $jointconstrain "charple1.spine" z limit -22.00 22.00 0.20

 $jointconstrain "charple1.humerus_l" x limit -32.00 32.00 0.20
 $jointconstrain "charple1.humerus_l" y limit -43.00 43.00 0.20
 $jointconstrain "charple1.humerus_l" z limit -50.00 50.00 0.20

 $jointconstrain "charple1.radius_l" x limit -91.00 95.00 0.20
 $jointconstrain "charple1.radius_l" y limit 0.00 0.00 0.00
 $jointconstrain "charple1.radius_l" z limit -155.00 -21.00 0.20

 $jointconstrain "charple1.humerus_r" x limit -48.00 48.00 0.20
 $jointconstrain "charple1.humerus_r" y limit -64.00 64.00 0.20
 $jointconstrain "charple1.humerus_r" z limit -53.00 53.00 0.20

 $jointconstrain "charple1.radius_r" x limit -91.00 84.00 0.20
 $jointconstrain "charple1.radius_r" y limit 0.00 0.00 0.00
 $jointconstrain "charple1.radius_r" z limit -153.00 6.00 0.20

 $jointconstrain "charple1.carpus_r" x limit -61.00 48.00 0.20
 $jointconstrain "charple1.carpus_r" y limit -84.00 84.00 0.20
 $jointconstrain "charple1.carpus_r" z limit -66.00 66.00 0.20

 $jointconstrain "charple1.carpus_l" x limit -59.00 59.00 0.20
 $jointconstrain "charple1.carpus_l" y limit -68.00 68.00 0.20
 $jointconstrain "charple1.carpus_l" z limit -48.00 48.00 0.20

 $jointconstrain "charple1.head" x limit -30.00 30.00 0.20
 $jointconstrain "charple1.head" y limit -35.00 35.00 0.20
 $jointconstrain "charple1.head" z limit -19.00 19.00 0.20

 $jointconstrain "charple1.tarsus_l" x limit -3.00 3.00 0.20
 $jointconstrain "charple1.tarsus_l" y limit -10.00 10.00 0.20
 $jointconstrain "charple1.tarsus_l" z limit -39.00 30.00 0.20
}






// LOD 1
$lod 20
{
      replacemodel "sam_ref.smd" "sam_lod1.smd"
}
// LOD 2

$lod 35
{
      replacemodel "sam_ref.smd" "sam_lod2.smd"
}



$jigglebone "jiggle2" {
    is_flexible {
        yaw_stiffness 40
       yaw_damping 3
       pitch_stiffness 40
       pitch_damping 3
       along_stiffness 40
       along_damping 3
       length 15
       tip_mass 0
       angle_constraint 30
   }   
}   

$jigglebone "jiggle3" {
    is_flexible {
        yaw_stiffness 40
       yaw_damping 3
       pitch_stiffness 40
       pitch_damping 3
       along_stiffness 40
       along_damping 3
       length 15
       tip_mass 0
       angle_constraint 30
   }   
}   

$jigglebone "jiggle4" {
    is_flexible {
        yaw_stiffness 40
       yaw_damping 3
       pitch_stiffness 40
       pitch_damping 3
       along_stiffness 40
       along_damping 3
       length 15
       tip_mass 0
       angle_constraint 30
   }   
}   

$jigglebone "jiggle5" {
    is_flexible {
        yaw_stiffness 40
       yaw_damping 3
       pitch_stiffness 40
       pitch_damping 3
       along_stiffness 40
       along_damping 3
       length 15
       tip_mass 0
       angle_constraint 30
   }   
}   

$jigglebone "jiggleear2" {
    is_flexible {
        yaw_stiffness 40
       yaw_damping 3
       pitch_stiffness 40
       pitch_damping 3
       along_stiffness 40
       along_damping 3
       length 15
       tip_mass 0
       angle_constraint 30
   }   
}   

$jigglebone "jiggleear4" {
    is_flexible {
        yaw_stiffness 40
       yaw_damping 3
       pitch_stiffness 40
       pitch_damping 3
       along_stiffness 40
       along_damping 3
       length 15
       tip_mass 0
       angle_constraint 30
   }   
}   


Also there are some compile errors, but we are not sure what they mean

Code: Select all
WARNING: Can't find joint charple1.femur_l
WARNING: Can't find joint charple1.femur_l
WARNING: Can't find joint charple1.femur_l
WARNING: Can't find joint charple1.tibia_l
WARNING: Can't find joint charple1.tibia_l
WARNING: Can't find joint charple1.tibia_l
WARNING: Can't find joint charple1.femur_r
WARNING: Can't find joint charple1.femur_r
WARNING: Can't find joint charple1.femur_r
WARNING: Can't find joint charple1.tibia_r
WARNING: Can't find joint charple1.tibia_r
WARNING: Can't find joint charple1.tibia_r
WARNING: Can't find joint charple1.tarsus_r
WARNING: Can't find joint charple1.tarsus_r
WARNING: Can't find joint charple1.tarsus_r
WARNING: Can't find joint charple1.lumbar
WARNING: Can't find joint charple1.lumbar
WARNING: Can't find joint charple1.lumbar
WARNING: Can't find joint charple1.spine
WARNING: Can't find joint charple1.spine
WARNING: Can't find joint charple1.spine
WARNING: Can't find joint charple1.humerus_l
WARNING: Can't find joint charple1.humerus_l
WARNING: Can't ¸—Ö¼}Y@find joint charple1.humerus_l
WARNING: Can't find joint charple1.radius_l
WARNING: Can't find joint charple1.radius_l
WARNING: Can't find joint charple1.radius_l
WARNING: Can't find joint charple1.humerus_r
WARNING: Can't find joint charple1.humerus_r
WARNING: Can't find joint charple1.humerus_r
WARNING: Can't find joint charple1.radius_r
WARNING: Can't find joint charple1.radius_r
WARNING: Can't find joint charple1.radius_r
WARNING: Can't find joint charple1.carpus_r
WARNING: Can't find joint charple1.carpus_r
WARNING: Can't find joint charple1.carpus_r
WARNING: Can't find joint charple1.carpus_l
WARNING: Can't find joint charple1.carpus_l
WARNING: Can't find joint charple1.carpus_l
WARNING: Can't find joint charple1.head
WARNING: Can't find joint charple1.head
WARNING: Can't find joint charple1.head
WARNING: Can't find joint charple1.tarsus_l
WARNING: Can't find joint charple1.tarsus_l
WARNING: Can't find joint charple1.tarsus_l


If anyone could show some love for giraffe-dog it would be greatly appreciated
boing
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Re: Sub animation

Postby cra0kalo on Fri Mar 02, 2012 9:51 pm

Did you use $definebones to define the bones?

Open GUISTUDIOMDL and tick definebones it will split out the $definebone lines copy paste them into a new file call it commonbones.qci then in your main qc include the commonbones.qci
Cra0kalo
CG Artist/3D Animator
http://cra0kalo.com

Lead of Operation Reaper
http://projectreaper.com

Lead of the "Dark Alley" Project
http://alleyproject.net
User avatar
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Re: Sub animation

Postby boing on Sat Mar 03, 2012 12:20 pm

Thanks cra0kalo, still the same, but with a new error message
Code: Select all
WARNING: Imported bone jiggleear3 tried to access parent bone Bip001 Headö and failed!


I get the feeling there is something wrong with the rig... will upload the max file as soon as i get it from our rigger
boing
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