| 10-03-2006, 03:24 PM | #1 |
Thats the question, pls.... i need to get those animations working >_< |
| 10-05-2006, 05:20 AM | #2 |
| 10-05-2006, 05:34 PM | #3 |
The download link to republicas dex exporter on your linked site doesnt work either. Can u re-upload it somewhere, maybe at wc3sear.ch? I keep getting the error "model uses float key controllers, and wont animate" ...and i cant see how to manage this problem with republicas exporter. |
| 10-06-2006, 07:45 AM | #4 |
did you even bother to look at the big fat stiky threads in this forum? http://www.wc3campaigns.net/showthread.php?t=78484 |
| 10-07-2006, 10:10 AM | #5 |
Those are dex exporters, but i need the republicas exporter to rig the controllers, so the float key controller error wont show up again. When i open ur linked dex scripts in 3dsmax5, they dont show up like this: http://www.wc3campaigns.net/attachme...achmentid=8139 but only like this: ![]() What am I doing wrong? |
| 10-07-2006, 10:19 AM | #6 |
you are not doing anything wrong, it's the same thing. Aniway I'm not into these kind of exporters, you'd better cross your fingers and hope for BlinkBoy to see this. Or send him a PM, if he's still around. Or go on IRC and talk to republicola himself, he's online most of the times. |
| 10-07-2006, 10:32 AM | #7 |
Damn, is there another way of animating for wc3? Whenever i set a key, the wc3 previewer says that the animations are disabled cause of float key controllers. |
| 10-07-2006, 10:46 AM | #8 |
well of course. You must set the controllers of the bones to linear. If you already made the rig with bones wich have float controllers, then you either select each bone and idividualy set the controllers (unfortunately can't do that to a group of bones at once) or delete your bones and when you start to re-make your rig, select the first bone you make and assign the correct controllers and each time you do that click "make deafult", so all the bones you make after that have the same controllers: ![]() |
| 10-07-2006, 12:21 PM | #9 |
Thank you! I still dont understand what the track view actually DOES. Is it just for information, or do I need to label keys there for animations...and how do I declare a key in the track view to be an "opening" key or "closing" key? For the stand animation, do I have to label both keys that mark the start and end of the animation with "Stand" or just Stand, or Stand - 1, or "Stand - 1 and Stand - 2 "? |
| 10-07-2006, 12:48 PM | #10 |
the answers to all the questions in your last post can be found in the Art Tools documentation. |
| 10-08-2006, 10:03 AM | #11 |
Sry, thats not true. I have read them, and they are only very poorly described. It only says to make them a closing key, but not how to make them so. |
| 10-08-2006, 10:28 AM | #12 |
The opening and closing keyframes need to be named exactly the same, ie."Stand" and "Stand" Although any extra information needed for a specific animation such as NonLooping, must only be put in the opening keyframe. |
