| 06-22-2006, 04:23 PM | #1 |
I am working aon a model,, my first model actually... I have done everything and everything but 1 thing works.. I used bones to make the animations and made thenm all and aded al the note keys to define the animations... The problem occured when i was trying to export the model using Art Tools... It said that all of my bones "use float key controllers and so will not animate" ... What are float key controllers? How do i fix this problem? Plz Help... |
| 06-22-2006, 04:39 PM | #2 |
All you should have to do is select each bone one by one, and go to the tab that has the little wheel on it. Click on the dropdown menu that says "Assign Controller" on it. All three of the options there (rotation, scale, position) should all be TCB rotation I believe. So click on the one that isnt TCB and click on the "?" button above it. Select TCB and hit "Ok" Do this for all of the bones and you should be good to go. What program are you using? Max? And if so what version? I am talking about 3DsMax 5 in my explanation. If you want I can make a screenshot of it for you, but first I need to know what program it is. |
| 06-22-2006, 05:29 PM | #3 |
what would you do for 3ds max 7, when animating something mechanical like a robot? |
| 06-22-2006, 05:34 PM | #4 |
That doesn't really have much to do at all with the topic at hand. Unless you mean what controllers you should set, in that case, if it's for Warcraft I'd assume it should be TCB as well. Although, I don't really know anything about 7, I only work with 5 myself. And the fact that it is mechanical shouldn't have much to do with animation settings, just the way you yourself choose to animate it. |
| 06-22-2006, 05:41 PM | #5 |
Ok.. tx for the help but there i s ano9ther problem... I did everything u said and it ficxed myu first problem.. It exported the model just fdine and in wc3 it actualy playus the animations,... The problem is that the animations are mesed up.. All of the animations that i made use 5 bones, but in the game only 1 change is saved throughout the wole set of animations.. Instead of position and rotation of al the bones being changed, the only thing that is changed is the position of the main bone... not even its rotation... What could be causing this problem? One thing i should mention is that this is not going to be a regualar unit in a game... It ONLY has stand animations... I named them Stand - 1, Stand - 2, ... , and Stand - 19... I wil play these animations manualy using triggers.. I wont have any move, atak, stand ready, spell, death, or anything like that... Only Stand... Can this have any negative effects? |
| 06-22-2006, 05:58 PM | #6 |
Still, Id like to know what program you are using. Secondly, the animation set you give a model will not effect it in any way, as long as it fits your needs. Third, do all of your bones have opening and closing keyframes for every animation? And if so do they all have opening and closing keyframes for scaling and rotation and position? |
| 06-22-2006, 06:02 PM | #7 |
Im usin 3ds Max 5... The first time i tried exportin it, it said that they didnt have openi closin keys for some animations,m so i went thro all of em and aded them to each animation, foer each bone... After i fixed that i exported and it didnt give me an eror... What do u mean by openin and closin key frames for scalin rotation and position? |
| 06-22-2006, 06:06 PM | #8 |
Well, if the key's color is red, then it is a key for position such as movement. If it is green, it is a key for a rotation. If it is yellow, it is a key for scaling. If it has any combination of these than the closing key must have the same. |
| 06-22-2006, 06:12 PM | #9 |
NVM.. I got it .. TY so much .. :D |
| 06-22-2006, 06:48 PM | #10 |
Sorry...was away eating for a bit.. Downloading the model now, Ill see what I can do. EDIT: So it works completely now? |
