I got a problem with animation. I'm working on 3dsmax2010 and i want to add some additionnal animations on an existing unit : "the scout" to be precise. I tried to animate by many ways but when i import back into the galaxy editor and watch the viewer, all the animations are stuck!
I've tried with the Void Seeker, the same problem appears.
I've tested with a mercenary marine and it works! I can't believe it. Void seeker and scout imports are not bugged because when i don't modify anything and just re-import to galaxy editor, animations work fine. It is probably my way of making animation that is wrong. I only selected bones to animate + hide refs and meshes. I left every options as default. I unchecked the "export hidden object" (this option is not the problem, i've tested many things)
here are some details i've noticed, on default animations :
Sure, i added a new sequence and i named it as a generic movement like "stand work" "jump" or something similar to default unit animation names in sc2 data.
I have the exact same problem... I created a simple cylinder. Made it spin in a circle like a top. Exported it, and the animation is frozen in the editor and the previewer?? What the hell?? =(
It rotates just fine in 3ds 2010
I haven't encountered any of these problems before. What I keep in mind when rotating are:
1. Sequences must have start and end keys.
2. Rotations must not exceed 45 degrees without setting a key.
3. 0 and 1 keyframes reserved for bindpose.
Also, hentaiforeva, I would suggest posting this on NiN's thread. He mentioned once about bugs regarding attachments, thought what it is exactly is beyond me.
OK
I got my spiral to animate for some crazy reason, it pulsates. It gets larger and samller by about 10-15% and i have NO clue why.
I have no scaleing taking place at all in 3ds. It does not change size in 3ds either when i play it
Thanks. Is there a reason it's spinning so slowly (there is 333 seconds of animation for one rotation, which is significantly slower than it appears in the video and kind of negates the effect of the texture)?
Yes, I think it does play at 1000 so you'd have a ten second animation. Which you can get if you just set the FPS to 960 in Max (that's as close as it seems to go to 1000 for me) instead of leaving it at 30 and adding in thousands of frames (it's one of the little icons on the bottom right, if you hover over it it says "Time Configuration" if you haven't used it before. It'll open a window and at the top left it'll say Frame Rate and you select custom and put in the new FPS). That way it'll play nearly the same speed, with what I think you did (added a bunch of frames so that it wouldn't play five thousand times in a second and didn't set the FPS rate higher I'm guessing?) it obviously doesn't.
Also the reason your disk is doing that I think is because of the edges, there's a word for it I think but I can't remember what it is. If you zoom in close to it in the previewer you can probably see it as well, but basically the corners of the edge polygons stick out more so it looks like it's pulsating from a distance because of the way it's rendering the edges. I think if you just basically add more to it, then you should be able to fix it (you can also reduce the height segments, you have ten in it right now which brings your polycount up significantly).
interesting... i will make the changes and see how it works....
whats strange thought is that it onlt seems to pulsate throught a certain span of its rotation.. it is smooth for like the 1st 130 degrees or so
how did you like my queen of hearts btw lol i thought it came out quite realistic
oh ya and how did you get back to the part wherer i can view the height segments whatnot for the polygon
I haven't looked at your map yet, I'm kinda jumping between like ten things here. I have 3DS Max, Chrome, SCII Editor, Photoshop, Maple, and Visual C open and my Russian homework is sprawled out all over the desks and just move onto the next thing every few minutes (or when I remember to). I can't decide what I want to do most (based on your name I'm guessing that you attend similar 'seminars' that I do and can maybe understand my conundrum... in the event you don't know what I'm talking about, nevermind) and this seemed to be the most elegant solution at the time. I'm starting to think that it's not very effective because I am starting to forget what I did before. I also need to go get more supplies for my next safety seminar....
and my addicitions only fuel my curiosity for projects that i have already concluded i simply do not have the time for, yet still find myself in pursuit.
Eh. We don't have time for anything we're doing either, and despite that I keep adding on new projects. My company, AED, I think we have literally over a hundred mostly complete GDD's. I have 80 on my computer alone that I can find, probably a lot more, (of which we have four that we're still planning on doing, but they're all related kinda. Or they will be when the fourth one comes out because I wrote it so they would, up until then I don't think people will really notice the similarities but that's the point). Kind of sad when I realize how much time we spend on those. Some of them are just horrible too.
Modelling gets significantly easier once you get used to it. You'll start thinking a lot differently when you're doing it and if you start to look into how things render then the reason for your model's apparent change of size will become a bit more clear. If you zoom into it like I said you can kinda see it. As it spins, those edges pop out a little bit too much it looks like, just enough for it to render in a slightly different position. And when you animate it, be sure the pivot is dead center on the disk which I'm pretty sure it was (I think it's the hierarchy tab, I closed Max like ten seconds ago so it's not in front of me now, but one of them up there with Create, Motion, Tools, etc, and near the top of that menu you click Affect Pivot Only and hit Center on Object. That moves the pivot to the center of the object, which is useful if you need to know the coordinates of it in relation to the the origin, center on world moves it to the origin [0,0,0], and I can't remember what else is in there off the top of my head).
Hi boys and girls!
I got a problem with animation. I'm working on 3dsmax2010 and i want to add some additionnal animations on an existing unit : "the scout" to be precise. I tried to animate by many ways but when i import back into the galaxy editor and watch the viewer, all the animations are stuck! I've tried with the Void Seeker, the same problem appears.
I've tested with a mercenary marine and it works! I can't believe it. Void seeker and scout imports are not bugged because when i don't modify anything and just re-import to galaxy editor, animations work fine. It is probably my way of making animation that is wrong. I only selected bones to animate + hide refs and meshes. I left every options as default. I unchecked the "export hidden object" (this option is not the problem, i've tested many things)
here are some details i've noticed, on default animations :
The ref overhead is attached on the voidseeker bones and it follows during the animation. http://img219.imageshack.us/img219/1364/3dsmax01.jpg
but some parts like these "star2port01" and "star2part14" aren't moving at all. http://img837.imageshack.us/img837/9931/3dsmax02.jpg
The ref is not attached on the scout bones and it does not follows during the animation. http://img837.imageshack.us/img837/6656/3dsmax03.jpg
The ref is attached on the marine mercenary bones and it follows during the animation. http://img259.imageshack.us/img259/1209/3dsmax04.jpg
That's confusing. I don't understand anything oO
Thanks in advance!
Did you make sequences?
@tFighterPilot: Go
Sure, i added a new sequence and i named it as a generic movement like "stand work" "jump" or something similar to default unit animation names in sc2 data.
@hentaiforeva: Go
Can you upload the max file and let me have a look? I don't remember having such problems with my model.
@tFighterPilot: Go Yep Here's the max file Link Removed: http://www.mediafire.com/?6tcco5jze69zk22
@hentaiforeva: Go
I think you can't make him move that far from his origin.
@tFighterPilot: Go
Well, looks like i gotta do some magic tricks to make this scout looping :o Thanks for your help.
I have the exact same problem... I created a simple cylinder. Made it spin in a circle like a top. Exported it, and the animation is frozen in the editor and the previewer?? What the hell?? =( It rotates just fine in 3ds 2010
any ideas??
[IMG]//i244.photobucket.com/albums/gg12/curtisofwalker/spiral.jpg" rel="noopener nofollow" target="_blank">http://i244.photobucket.com/albums/gg12/curtisofwalker/spiral.jpg[/IMG">http://i244.photobucket.com/albums/gg12/curtisofwalker/spiral.jpg[/IMG]
I haven't encountered any of these problems before. What I keep in mind when rotating are:
1. Sequences must have start and end keys.
2. Rotations must not exceed 45 degrees without setting a key.
3. 0 and 1 keyframes reserved for bindpose.
Also, hentaiforeva, I would suggest posting this on NiN's thread. He mentioned once about bugs regarding attachments, thought what it is exactly is beyond me.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
OK I got my spiral to animate for some crazy reason, it pulsates. It gets larger and samller by about 10-15% and i have NO clue why. I have no scaleing taking place at all in 3ds. It does not change size in 3ds either when i play it
Can you upload the .max file?
updated
Thanks. Is there a reason it's spinning so slowly (there is 333 seconds of animation for one rotation, which is significantly slower than it appears in the video and kind of negates the effect of the texture)?
no, for some reason it appears to spin very slow in 3ds. therer should be 10,000 frames and 1 full rotation
i think thats ok though. sc2 plays back animations at like 1000 FPS
this map contains the unit (along with my playing cards lol)
@BudSMoken: Go
Yes, I think it does play at 1000 so you'd have a ten second animation. Which you can get if you just set the FPS to 960 in Max (that's as close as it seems to go to 1000 for me) instead of leaving it at 30 and adding in thousands of frames (it's one of the little icons on the bottom right, if you hover over it it says "Time Configuration" if you haven't used it before. It'll open a window and at the top left it'll say Frame Rate and you select custom and put in the new FPS). That way it'll play nearly the same speed, with what I think you did (added a bunch of frames so that it wouldn't play five thousand times in a second and didn't set the FPS rate higher I'm guessing?) it obviously doesn't.
Also the reason your disk is doing that I think is because of the edges, there's a word for it I think but I can't remember what it is. If you zoom in close to it in the previewer you can probably see it as well, but basically the corners of the edge polygons stick out more so it looks like it's pulsating from a distance because of the way it's rendering the edges. I think if you just basically add more to it, then you should be able to fix it (you can also reduce the height segments, you have ten in it right now which brings your polycount up significantly).
interesting... i will make the changes and see how it works.... whats strange thought is that it onlt seems to pulsate throught a certain span of its rotation.. it is smooth for like the 1st 130 degrees or so
how did you like my queen of hearts btw lol i thought it came out quite realistic
oh ya and how did you get back to the part wherer i can view the height segments whatnot for the polygon
@BudSMoken: Go
I haven't looked at your map yet, I'm kinda jumping between like ten things here. I have 3DS Max, Chrome, SCII Editor, Photoshop, Maple, and Visual C open and my Russian homework is sprawled out all over the desks and just move onto the next thing every few minutes (or when I remember to). I can't decide what I want to do most (based on your name I'm guessing that you attend similar 'seminars' that I do and can maybe understand my conundrum... in the event you don't know what I'm talking about, nevermind) and this seemed to be the most elegant solution at the time. I'm starting to think that it's not very effective because I am starting to forget what I did before. I also need to go get more supplies for my next safety seminar....
^ why does it do that?
my talent in 3ds max is primative but growing.
and my addicitions only fuel my curiosity for projects that i have already concluded i simply do not have the time for, yet still find myself in pursuit.
@BudSMoken: Go
Eh. We don't have time for anything we're doing either, and despite that I keep adding on new projects. My company, AED, I think we have literally over a hundred mostly complete GDD's. I have 80 on my computer alone that I can find, probably a lot more, (of which we have four that we're still planning on doing, but they're all related kinda. Or they will be when the fourth one comes out because I wrote it so they would, up until then I don't think people will really notice the similarities but that's the point). Kind of sad when I realize how much time we spend on those. Some of them are just horrible too.
Modelling gets significantly easier once you get used to it. You'll start thinking a lot differently when you're doing it and if you start to look into how things render then the reason for your model's apparent change of size will become a bit more clear. If you zoom into it like I said you can kinda see it. As it spins, those edges pop out a little bit too much it looks like, just enough for it to render in a slightly different position. And when you animate it, be sure the pivot is dead center on the disk which I'm pretty sure it was (I think it's the hierarchy tab, I closed Max like ten seconds ago so it's not in front of me now, but one of them up there with Create, Motion, Tools, etc, and near the top of that menu you click Affect Pivot Only and hit Center on Object. That moves the pivot to the center of the object, which is useful if you need to know the coordinates of it in relation to the the origin, center on world moves it to the origin [0,0,0], and I can't remember what else is in there off the top of my head).