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Bones problem closing key !

01-11-2007, 02:50 PM#1
Deje
So i got a problem again ! I made this model, rigged it with bones (standard 3ds max bones) and attacthed a weapon to the right hand. Then I animated a stand animation. From frame 10 to 40, but when i try to preview I get a error:

Warning:
The following objects are missing closing key frames in the spicified sequences:

Object: "Bone_leg2_r" Sequence: "Stand - 1"
... And so on (total 3 bones)

So i figured that i needed to move a bit with the auto key on, but it dosn't add a new key frame?

And when i preview the model after the error it dosn't show any of the bones movie at all?

Could be nice with some help
01-11-2007, 03:00 PM#2
xXm0rpH3usXx
you can manually set a key by pressing the key button in the toolbar, you have to name it like the starting key to make the anim end...
01-11-2007, 03:05 PM#3
Chriz.
You have to move the last keyframes of those specific bones to the time on the timeline at the bottom which matches the time you chose to end the animation.

Say, the beginning is 0, and the end is 10. Each and every bone that moves during this animation needs a keyframe at 0, and an identical keyframe at 10. The best thing to do, for a stand animation, is to hold shift, click and drag the starting keyframe till the end. It should clone it, giving you an identical keyframe at the end.

I hope I was a little bit clear.
01-11-2007, 04:01 PM#4
Deje
xXm0rpH3usXx: I know that I just can press Set key but no mather what I did it wouldnt set the key.

Chriz.: Nice little tip it worked.

I don't get the error, but when i run the preview it only shows, in this case, the guns animation but not the model with the bones? It just stands still like in frame 1. Any ideas?
01-11-2007, 04:08 PM#5
jigrael
for all bones I think you need starting keyframes at 0 with the model in the unanimated position, maybe thats whats happening? or maybe you pressed pause in the viewer, try presing the space bar XD
01-11-2007, 04:08 PM#6
Chriz.
Can you attach the max file, I don't understand what you are trying to say.
01-11-2007, 04:17 PM#7
Deje
jigrael: Kinda got the first problem solved, but u are right any animation need starting and closing key frames.

Chriz.: I have attached the file in this post, without material. Version 5 of 3dsmax.

I think the problem might be that I'm using the standard bones from 3dsmax, and not boxes like the eksamples from the art tool.

The animation shows fine in 3ds max.
Attached Files
File type: rargunman.rar (32.3 KB)
01-11-2007, 04:32 PM#8
jigrael
standard bones work with max 5, Ive tested it. Ill look your file too in a sec
01-11-2007, 04:34 PM#9
Chriz.
Oh, you can't animate like that.

Not for Warcraft anyway. You have to separate each part from the mesh, such as the arm, has to be a separate piece, and attached to the arm bone. Same for all parts that need separate bones. Then it will animate.

This explains why the gun works.

This was a post given to someone with the same problem I believe, maybe it explains a bit better than me.

http://www.wc3campaigns.net/showpost...9&postcount=15
01-11-2007, 05:07 PM#10
jigrael
you won me Chriz , I had some trouble with one of my pcs so I couldnt answer quickly. Anyway you cant use skin as Chriz said. You can also look at my models as example , they are in max 5 format

http://www.wc3campaigns.net/showthread.php?t=90190:
01-11-2007, 05:09 PM#11
Chriz.
Sorry jiggy, I'll let you have the next one ^_-
01-11-2007, 05:50 PM#12
Deje
Okay I see the problem !

That suxs :(

jigrael: I looked at your model, looks nice and gave a better idea of what I should do.

Well if I seperate the mesh into those objects it will cause the model to have a lot of holes, does all models have that?

Anyway thx for helping me.
01-11-2007, 05:55 PM#13
Chriz.
As long as under "User Properties" the connected option is checked for all the pieces, and all the pieces are connected in the first frame of the file, like they are now, then yes, they will connect, even if there are holes in max.
01-11-2007, 06:04 PM#14
jigrael
I think you should read arttools manual Deje, also there are examples that come with it too.
01-11-2007, 08:50 PM#15
Deje
Actually I have read it, but I find the manual very complicated and need to read the same thing over and over again in order to get it right, and I don't consider my self bad with english. But I must have missed something :)

If I got time tomorrow im gonna read and try to make it work once again.