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Simple tutorial needed

Started by VGames, July 29, 2015, 06:55:45 PM

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VGames

Ok I'm trying to make a ADS idle animation for the Super Shotgun using the original idle animation as a base. For the life of me I cant figure out how to export the animation because it tells me I don't have materials for the arms??

Could somebody please tell me where I can find a tut on how to properly export a very simple animation for a weapon view model? I was told I could simply move the weapon model over to the center of the axis and export it like that. Its idle animation would then be centered as it should be during its ADS animation. I've selected all and moved and rotated the model and its animation to the proper location and then I was told all I had to do was select the gun model by clicking on it and then export the animation. I keep getting errors regarding the player arms. Please help if u can.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

The Happy Friar

In the .def file you can offset the view model from it's center so you don't need to re-export to get it centered.

I don't always have names for materials when I export out to Blender.  Worse case is blank shader entries.  Do a search in the md5mesh file for "  shader "  ", that's where the material file name goes.  Make sure every "shader" reference has one.

What program/exporter are you using for the export of the model?

VGames

I know about the def stuff but I need only this animation to be centered. Not all of them. Is there a way to position a single animation via the defs?

I'm using 3dsmax 9 with the derton import and export plugins. I'm doing something wrong. It shouldn't be this hard.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

The Happy Friar

I'm not seeing an example of offset used for animations anywhere in stock d3, just set once in the modeldef.

BloodRayne

Quote from: VGames on July 29, 2015, 10:05:44 PM
I know about the def stuff but I need only this animation to be centered. Not all of them. Is there a way to position a single animation via the defs?

I'm using 3dsmax 9 with the derton import and export plugins. I'm doing something wrong. It shouldn't be this hard.
Animations are related to the origin bone, that is the location of the entire entity. If you want that one animation to be moved you need to do it dynamically, via script and by calling that script in your animation def. Thing is, that will have consequences for the code, as your are physically moving the object around in the world.

Short answer: no, impossible unless you use scripting but that will have consequences you don't want.

Best solution: You need to import that animation using Der_Tons anim importer, then reposition that animation's root bone(s) (not origin, leave that in place) to the correct place. With the animation root bone(s) I mean any bone that is not origin. You can move bones without affecting the hierarchy by using 'affect pivot only' in your options menu on the right. Select all bones that are not the origin bone and move them into the correct place.

VGames

Ok so how do I get into animation mode? I was told there should be a button in the bottom right hand corner but couldn't find one similar to what's in milkshape3d. What is the name of this button?
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500


VGames

Ok now we're talking. I'll give this a go ASAP. Thanks for the help so far guys.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

VGames

#8
Ok so how do I select the bones? I tried clicking on them after going into animation mode but nothing is selected. Do I need to select them in the 3d view windows or via the menu on the right side of the screen?

And while I'm asking questions what steps do I need to make to properly export this animation?
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

BloodRayne

Quote from: VGames on August 01, 2015, 01:42:44 PM
Ok so how do I select the bones? I tried clicking on them after going into animation mode but nothing is selected. Do I need to select them in the 3d view windows or via the menu on the right side of the screen?

And while I'm asking questions what steps do I need to make to properly export this animation?

Do this tutorial from Brian Trepanier: https://www.youtube.com/watch?v=vD1IxSAYRkA

VGames

Ok where am I supposed to put the import export plugins? I think that's a huge part of my trouble. Thanks for the video. Exactly what I was looking for.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

aphexjh

#11
Inside your project folder should be something like C:/>Documents and Settings/Users/"you"/MyDocuments/3ds2010/scripts/

VGames

Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

VGames

Ok so in order to get this weapon to move over into the middle of the screen when the zoom key is pressed for an ADS feature I wanted to use the original idle animation as a base. I figured out how to hide the mesh and just select the bones leaving the origin bone unselected. But do I really have to move every keyframe over to the right position or is there a way to move all of the keyframes to the position that I want at the same time?
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500