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View Full Version : Wha...bu....WTF?!


Alianant
04-17-2004, 02:18 PM
Im trying to sue milkshape 3d to animate this little dude here and when I go into animation mode I go up and hit "Set Keyframe" then I move what I want setting keyframes along the way where I think it would be wise, and then when I lick on the 3D window and kick "play" to see what iv done....NOTHING HAPPENS!

WTF?

Akari
04-17-2004, 04:38 PM
You have to select a join from the Max Payne Skeleton. Then move or rotate it and the mesh that is assigned to that joint will move so you can see what it looks like. Then make sure you do a keyframe or Crt-K to keyframe it.

Akari
04-17-2004, 04:39 PM
Also if your still stumped, at my sig I tell you how to do SOF2 gibbing, but in that section I go over how to keyframe so...if you need help just ask.

Alianant
04-17-2004, 07:16 PM
Well, theres also anothe rproblem. When I try to import a .kfs or .skd milkshape crashes for no reason. I have to use TMR's beta Neo modle that was saved as a .ms3d to do anything.

I used maddies tutorel for animateing and followed step one and....*crash*

Whys that?

By the way, sometimes I get the animateing to work but its only from one keyframe to another. Not the whole animation I made over 1/2 an hour that I was all "OMFG THIS IS GONA PWN!"

I use the rotate and I click...say....pelvis to rotate the modle all the way around but osmtimes it works, and whem it does, it doesent work the way its asposed to.

Akari
04-17-2004, 08:10 PM
Hmmm. I suggest you re-install MS3D since those sound like bad problems. If you still have trouble e-mail Mete, he's a good guy and will help you.
Or post at the offical MS3D web site

http://www.swissquake.ch/chumbalum-soft/

Alianant
04-17-2004, 08:59 PM
Okay. I posted and I downldoed the one fo the older ones. Just one mroe think that isnt deathly important but when I import a skin or mesh or whatever your asposed to call it, I see them in there "materials" tab but the dole in the 3-D view doesent have nay of the skins assigned. Its just a yellow shirt, grey pants, slightly less grey head humanoid guy. Is this normol?

Akari
04-17-2004, 09:05 PM
Yeah. The only way I have figured out how for it to show up is either at radome or make the images bmp and ahve them right in the same dir as the model. Werid I know.

Alianant
04-17-2004, 09:10 PM
W00t. I'm on my way to TRW team http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif jk! Works perfect now.

Alianant
04-19-2004, 05:25 PM
Sorry for double post.

I'm haveing truoble trying to figure out how to bend the modles legs around its knee. Like a drunken shoot dodge. I see it cna be done but I dont know how to. Its likely right in front of my face but I cant figure it out.

Maddieman
04-21-2004, 04:56 PM
What do you mean?

Just select either loleg-r, or loleg-l and rotate around x to bend the lower leg.


Okay. I posted and I downldoed the one fo the older ones. Just one mroe think that isnt deathly important but when I import a skin or mesh or whatever your asposed to call it, I see them in there "materials" tab but the dole in the 3-D view doesent have nay of the skins assigned. Its just a yellow shirt, grey pants, slightly less grey head humanoid guy. Is this normol?



Dunno if you got this working yet, but just right click in the 3d viewport and choose "view textures".

Alianant
04-21-2004, 09:00 PM
Yah...I did, lol. But....now I have a much more powerful program. 3DSM. But...I cant import Max Payne stuff. Do i need a plug in? Where can I get it.

Oh and by bend the leg, I meant...ill try to draw this out.

[ ]
8
1 1
x x
1 1

Okay. The "x" stand for the centrail join between the uper leg and lower leg. I need to bend the top ones but not the bottom ones.

EDIT: Didnt let me draw it out the way it was asposed to. But the [ ] is the head and the 8 is the torso.

Thif
04-21-2004, 09:43 PM
why dont' you just like, bend the legs normaly, then rotate the whole torso backwards till the feet are back flat on the ground?

Maddieman
04-21-2004, 09:46 PM
The plugins come with Max Payne -- if you installed the MaxFx tools, you should see them in a folder called 3dsMax. Read the readme for where to place them, and notice that the rlmfc.dll file should just be placed in the default directory (eg. c:\3dsmax).

You might find the following tutorial useful (specifically the 3dsmax section):

http://hellskitchen.paynereactor.com/Hell's%20Kitchen_files/mad_anim_tutorial.html

Although I didn't have time to write it in much detail. Some points to bear in mind:

Don't forget to click on 'Animate' first. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Notice that, unlike MS3d, keys are placed automatically. Simply move a joint, and it will be set as a key.

--
Sorry, your example doesn't really make much sense -- can you just describe the kind of pose you're trying to make? In general terms, to bend the entire leg at the hip/pelvis (e.g. for a kick): select the upper leg and choose rotate. In 3dsmax, click on the limb, choose rotate, and move the x rotate gizmo (it's red, I think) and rotate the limb the way you want. That's it.

To move the lower leg (for kneeling, etc) just do the same -- click on the bone (loleg-r), and rotate it back.

EDIT: Oh, do you mean you want to move the pelvis without moving the position of the feet? That's what IK is for, but I don't think you want to experiment with that until you're a bit more experienced. Simply do what Thif said -- first rotate the pelvis, then the torso and legs. Rotating the pelvis will move everything attached to it -- torso, legs, arms and head, which if you think about it, is the same as in real life.

Alianant
04-22-2004, 05:03 PM
Well. With 3DSM I'm takeing a crack at modleing too. Im following tutorels about face modleing. So I follow them and I put the image on the front and I draw the lines and when I close the line at the chin (where I started) 3DSM makes this HUGE dip. Anyone know why that is.

BTW - I tryed that little pelvis thing...it worked.