| 05-22-2006, 10:07 AM | #1 |
I've been following Magos' tutorial but I've run into a problem. The models and their textures have been imported into WE fine, but the animations I created in Gmax did not come with them for some reason. In fact, it's worse than that. I saw the checklist bulletpoint: I animated my model but it isn't animated in-game? Did you create a skin modifier on the meshes? Did you make the envelope selection circle large enough? By skin modifier I assume Magos means bones. Let me tell you about my model. It is a helicopter with spinning rotors. I used a single bone to move the rotors in Gmax, making them all a geoset in the process. I noticed that geosets would not be created without a modifier but I did not need any more animations so I didn't make any more bones. Instead, I modified each primitive very slightly by tapering them so that they would become geosets and I could export. Fast forward to my problem. The heli body shows up, but the rotors--the group with the bone--is completely detatched from it. It basically hovers in midair and doesn't spin, even though I have it spinning in Gmax at 960 frames just fine. It also has some very strange behavior. When I move a different unit underneath the rotors they sometimes attach to its overhead point and bobble along with the unit's head. Very odd. I guess my question is, do all the geosets need to be connected by bones to make an animated model work in-game? And if so, how can I make the rotors spin but not the body? Won't they all spin if connected together with bones? Can anyone shed some light? Any help is appreciated. _________________________________________________ I made a movie to show what is wrong. SEE IT HERE: http://tinyurl.com/h4qqd |
| 05-23-2006, 12:58 PM | #2 |
Please read our Rules and don't double post. I have merged your posts. I do not know much about Gmax, sorry. |
