building a zym with missing animations.

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building a zym with missing animations.

Postby zuriastrad » Fri May 23, 2008 3:43 pm

i've got a character model with a custom skeleton, it doesn't have many animations yet, but i want to check that what i do have so far works. i really don't want to make a complete set of animations only to find out i've been doing it wrong. i can get ihsan's pyria template to build ok and run in the game. so i'm using that to experiment on.

first i tried removing the lines in config-zym.txt that started with "scene", so that it wouldn't have any animations. the zym built ok, but when i put it into the appropriate folders in a pk3 the game replaced the model with a coloured square, so it's obviously not happy with a zym lacking animations.

next i tried making a blank animation. i opened up pyria2.blend, selected the skeleton, went into pose mode, selected all bones and then inserted a locrot key for all the bones. i then exported as an smd animation called anim.smd using the blender export script. i then copied over the existing animations with this script.
Code: Select all
cp anim.smd backleft.smd
cp anim.smd backright.smd
cp anim.smd blockbot.smd
cp anim.smd dead1.smd
cp anim.smd dead2.smd
cp anim.smd die1.smd
cp anim.smd die2.smd
cp anim.smd draw.smd
cp anim.smd duckidle.smd
cp anim.smd duckjump.smd
cp anim.smd duck.smd
cp anim.smd duckwalk.smd
cp anim.smd forwardleft.smd
cp anim.smd forwardright.smd
cp anim.smd idle.smd
cp anim.smd jump.smd
cp anim.smd mesh.smd
cp anim.smd pain1.smd
cp anim.smd pain2.smd
cp anim.smd runbackwards.smd
cp anim.smd run.smd
cp anim.smd shoot.smd
cp anim.smd strafeleft.smd
cp anim.smd straferight.smd
cp anim.smd taunt.smd

so every animation has been replaced with a blank pose. in theory this would result in a completely immobile model gliding around the game, but when i tried to build the zym i got this message.
Code: Select all
executing command output
executing command scale
executing command origin
executing command rotate
executing command mesh
parsing mesh pyria.smd
executing command scene
parsing scene die1.smd
bone's parent >= bone's number
error processing script

anyone know why this might be the case?
zuriastrad
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Postby Morphed » Fri May 23, 2008 4:51 pm

you can compile model with only 1 anim fine just change config-zym.txt

you can open smds in text editor and check yourself if bone number and order is same in reference and animation file
Morphed
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Location: Poland

Postby zuriastrad » Fri May 23, 2008 4:54 pm

thanks morphed, i'll try that.
zuriastrad
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Posts: 169
Joined: Thu May 15, 2008 4:13 am

Postby zuriastrad » Fri May 23, 2008 8:51 pm

morphed- you were right about checking the bone number and order, the animation export was faulty. i've put the results in this thread. hopefully it might be fixable.
zuriastrad
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Posts: 169
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