| 06-09-2008, 11:42 PM | #1 |
Hey all, having a little model trouble. i recently made this model from bits and pieces of others (namely BallsOfFire.mdx, one of Oinkerwinkle's spheres for the mesh and bits of the AbominationExplode effect for the death). for the most part, it works fine. But there are a couple of problems: 1. the outer geoset attaches itself to other models when the death anim plays. This, as i know, is a fairly common problem but my issue is that i've given it a geosetanim with the correct visibility data, so by all rights it should be working. problem is, it's not :P 2. The particles for the death anim are all screwy. They work fine in Magos, and even the first time it plays in worldedit. however, on subsequent plays and whenever the death anim plays ingame, the particles seem to "clump" together... not sure if thats the best way to describe it, but it's not how it should look and thats bothering me. Oh, and this isn't a super-important thing, but the model rotates at a slightly odd angle. If any passing animators want to straighten it up a little, that would be awesome :D If anyone could help me, it would be very (rep)preciated |
| 06-10-2008, 12:09 AM | #2 |
hmm, I gotta look into this. |
| 06-10-2008, 12:23 AM | #3 |
Perhaps to fix the clumping particles you can check the field "Squirt" so that all the particles appear at the same time. Or, if you have it checked, try unchecking it and see what happens. |
| 06-10-2008, 09:28 AM | #4 | |
Quote:
This isn't really to do with geosetanims; it occurs when vertices of your geoset (presumably all of them in this case) are attached either to something that isn't a bone, or not attached to anything. Check the "VertexGroups" area of the problem geoset for values of -1 (or values higher than the total number of groups minus one), or check the Groups area for -1 or for objectIDs of things that aren't bones. EDIT: didn't realise you posted the model, I'm poking around and I can't immediately see anything amiss. EDIT2: Your 'death' sequence has no Extents or Boundsradius: Code:
Anim "Stand" {
Interval { 3200, 4367 },
MinimumExtent { -65.6387, -64.812, -62.1521 },
MaximumExtent { 63.3411, 64.1678, 66.8277 },
BoundsRadius 64.4899,
}
Anim "Death" {
Interval { 200000, 202167 },
NonLooping,
} |
| 06-11-2008, 02:09 AM | #5 |
ok, so I changed it to this: Code:
}
Sequences 2 {
Anim "Stand" {
Interval { 3200, 4367 },
MinimumExtent { -65.6387, -64.812, -62.1521 },
MaximumExtent { 63.3411, 64.1678, 66.8277 },
BoundsRadius 64.4899,
}
Anim "Death" {
Interval { 200000, 202167 },
MinimumExtent { -179.784, -227.361, -27.9027 },
MaximumExtent { 198.217, 242.769, 345.377 },
BoundsRadius 340.278,
NonLooping,
}
}but the issue is still happening. hrmz, what am i doing wrong here? |
| 06-11-2008, 11:23 AM | #6 |
You can try removing from all the bones lines like this: Code:
GeosetAnimId 1, GeosetId 0, |
| 06-11-2008, 12:23 PM | #7 |
thanks! that fixed the particle problems and now the geoset doesn't attatch itself to random units when the death anim plays. however, the outer geoset now stays where the unit/missile/effect died, still rotating |
| 06-11-2008, 01:03 PM | #8 |
You didn't remove the GeosetId line from an actual GeosetAnim, did you? If you did, I'm surprised it hasn't crashed yet. Just from the bones, man. |
| 06-11-2008, 10:07 PM | #9 |
nope, just from the bones. i'll double check it, though, in case i've missed something |
