| 12-10-2004, 07:56 PM | #1 |
I've recently been requested to make a model containing both the night elf ranger (Shandris) and the night elf archer, so that the latter should morph into the first one once an upgrade is completed (same principle as for the head-hunter/troll-berserker) Everything works fine in World Edit, but once I test the map, though everything goes well for the upgraded unit (I replaced the rifleman's model with the ArcherRanger model and set the used animations, bones and attachment points to "Alternate"), for the normal unit (a knight using the ArcherRanger model, but this time with no text in the name of animations, bones and attachment points used fields) the unit is continually switching from the normal anims to the morphed (alternate) anims. I've attached two versions of the model, the two are made differently (in one the bones are duplicated (a version for normal anims and a version for alternate ones), in the other one, for each bone, there is only one bone for normal anims and alternate anims), but the bug is present in the two versions. I've first assumed that my problem was that models with alternate anims use a special element I had forgotten to add, but I searched in the headhunter's mdl and I found nothing I could have forgotten. The other possibility would have been that I had made something wrong when I edited the parameters of the unit I used to test the model, but then it is not the case: when I replaced the headhunter's model with this one, he too switched between normal and alternate anims. Does someone have a clue of what I might have done wrong? |
| 12-10-2004, 08:58 PM | #2 |
you need to add "Nonlooping," to switching anims so it doesn't loops over. no wait there is none morph, birth alternate, morph alternate or birth, hmm delete the snaped global sequences, they may be the problem. |
| 12-10-2004, 09:07 PM | #3 |
I must not have been clear. It's not that the morph anim is looping (actually I haven't made one yet (there might be one in one of the models I posted but then it isn't the problem, it is also caused in versions that have not this morph anim. Apparently the problem doesn't concern parameters written in the "sequences" section, they are the same for my model and for models with alternate forms like the headhunter-berserker model. My problem is that the unit that should use only the normal anims also uses the alternate ones. So it will use both stand and stand alternate, walk and walk alternate... but the unit that would be supposed to use only the alternate anims works perfectly, it uses exactly the anims needed. |
| 12-10-2004, 09:10 PM | #4 | |
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sorry, i've edited my answer before your post. |
| 12-10-2004, 09:15 PM | #5 |
I don't think it is the problem, cause this globalseq is still in use somewhere in the model. EDIT: Wait, sorry, I had not seen the duration was 0, I don't get what's the use of this. |
| 12-10-2004, 09:16 PM | #6 |
Wait, sorry, I had not seen the duration was 0, I don't get what's the use of this. |
| 12-10-2004, 09:20 PM | #7 | |
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ya, it could cause problems so that is all i saw. |
| 12-10-2004, 09:36 PM | #8 |
Alas it doesn't solve the problem and moreover it creates a bug on the bow's rotation. |
| 12-10-2004, 09:38 PM | #9 | |
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like i thought, maybe the vertex groups are wrong or you added some of the alternate keys to the normal bones keys. |
| 12-10-2004, 09:42 PM | #10 |
But I've done it twice. Starting from scratch each time. And on another model I'm doing for Med. Mapguy I get the same bug. It isn't possible, I must have forgotten some very important thing. |
| 12-10-2004, 09:59 PM | #11 | |
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what are you using, the program or by hand? |
| 12-10-2004, 10:06 PM | #12 |
I'm doing everything by hand, except when I need an anim to be removed or geosetId's to be inserted. I didn't use vertex modify on this model at all. But I've double checked everything and there is nothing wrong. Plus the fact that it affects three models made independently with two different ways to create alternate anims (alternate bones added or not) shows that it is probably something else. |
| 12-10-2004, 10:22 PM | #13 | |
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hmm, i can't see the problem either, maybe is a WE setting problem. |
| 12-11-2004, 03:48 AM | #14 |
Your problem was with your animation names. The dash means comment, and your 'Alternate's were after the dashes. Anim "Stand - 1 Alternate" { is read by the game simply as "Stand". As is Anim "Stand - 1" {. So, there's where your random switching was coming from. Anyway, the solution is just to move the 'Alternate' to before the dash. Nice choice of morph animation. |
| 12-11-2004, 09:32 AM | #15 |
Thank you very much, it works now, and I've learnt something. About the morph anim, I don't know if I'll keep it, it might look weird if suddenly all the archers jump in the air turning on themselves. I'll see what I can do to reanimate the cape and, if it looks good, I'll keep it. |
