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Animation issues...

01-30-2005, 04:30 PM#1
Guest
Hi!
Anyways...

I made an edit, a new ward, and animated it...
During the animation i found i wanted to make a keyframe to reset the positions of everything, but when i did, it retroactively went back and made things go where they shouldn't have... was making absolutely no sense. E.G. ill have my ward, at position 1 (bottom touching grid) and move it to position 1.00001 just to make it have a keyframe... and go back to around 50 slides before and it's been thrown to like 1000 above the grid... why? how can i stop this? ...

Second... i was using the Dex exporter, and kinda got it working... i now have a working mesh. Problem is, when it asked the animation periods, i gave it like 0-100=stand, 101-200=death... etc but when i clicked add, it ended up looking like "birth/0/3999" and "stand/4000/7999" And i was like... damn. Not sure why it's ignoring me. And, whaddya know, the model's animations did not work in the WC3 viewer. Yay.

Once i have everything converted, i put everything in a similar directory... all meshes/textures in the same folder... and when i loaded the mdx into wc3 viewer, it was a nice bright shiny red. Rocks are not red. They are brownish, like i drew my texture. So it wasn't my texture. Or my animations. Or anyone's animations. It just kinda sat there, bright red, and not working.

I'm kinda bummed, it was looking good up until that point. With the exception of the bum keyframes.

Not sure how to fix this?... any help?... :(
Thanks!
Gogara
p.s Once i get this, i'll be set for life, its just this first one that's bugging me...