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Kdub- things to report

02-01-2004, 12:38 AM#1
tha_chump
So i'm making a new unit - I make a standing/peering/breathing heavily (like all the units do) animation - frames 5-120

it all checks out in the milkshape anim viewer and I make up the mdx

in game a strange thing occurs whereby two joints have permanently rotated in way I did not specify.

Here's the odd thing

When I go back in and run zero joints (which I hadn't done after the previous editing - though I had before that), I run zero joints and the same rotation glich occurs in milkshape...


I don't think it's a problem on your end but are there any gliches re. zero joints? or was it me?
02-01-2004, 07:03 AM#2
Markus3832
that used to happen to me when i ran zero joints plugin after i animated... You have to run it after you have set everything up but before you start animating.
02-01-2004, 01:55 PM#3
Ari
Warcraft 3 reads animation tracks at ~1000 frames per second - an animation that short would be either unnoticable or really unnatural looking. I've seen few unit animations that are much shorter than 1000 frames.
02-01-2004, 03:30 PM#4
Oinkerwinkle
Ari, Milkshape runs (by default) 24 fps, making that of an acceptable length. The sequences are done manually anyway, so the FPS adjustment is done there.

It seems that if you scale the whole model or move a joint, you have to re-run Zero Joints for it to work. I've developed a habit of running it after every animation just to make sure, because I've run into that before too.
02-01-2004, 07:39 PM#5
kdub
you have to run zero joints after you create the skeleton, and before you animate. ive tried to make my own zero joints plugin to integrate into my exporter, but i just cannot figure out the math of zeroing out the bone rotations in the reference position and preserving the animations.



what you have to do is delete all your keyframes. run zero joints. and then re animate your model. it will then animate in wc3 just as it did in milkshape.