Assimilate problems -1 reply

Please wait...

Garyn Dakari

Munch munch...

50 XP

9th November 2010

0 Uploads

285 Posts

0 Threads

#1 7 years ago

Hey guys, long time no see.

Recently I've switched from Dragon to Softimage Mod Tool 7.5 for animating, but I've run into a slight problem getting it working in-game. I've run into many problems along the way, but managed to fix most of them just by reading old forum posts here and Lucasforums, and now I've finally managed to get it to export a .gla I could merge with the _humanoid.gla file. Only the limbs don't move, the body just floats around in the root position, as if it only recognizes one of the bones.

So here's my current situation: I made the animation, exported using the same exact settings used in Miniloguy's tutorial: http://forums.filefront.com/sw-jk3-modding-mapping-editing/419013-xsi-mod-tool-jo-ja-skeleton-bones-tags-compiling-guide.html These are my Assimilate settings:

Spoiler: Show
ass_settings.JPG

My Assimilate folder structure is "D:\base\Assimilate", and there's a "models" folder in base with the necessary folders. Carcass.exe and IBIze.exe are also in base.

So when I compile, it makes "jkb_anim.frames", "jkb_anim.gla", "Untitled.car", "Untitled.glm", and "Untitled_info.txt". I merged the gla with glamerge, edited the .cfg file, and tested in ModView. Like I said above, the animation partially works, but none of the limbs work.

My suspicion is that I need to change a setting in the .xsi export, since the settings I used were for compiling models, not animations, but I have no idea what to change them to(Or if that's even the problem).

So if anyone here has used the Mod Tool for animating, and can tell me what I'm doing wrong, it would be greatly appreciated :)




Mr. Wonko

Addicted to GF

50 XP

24th September 2006

0 Uploads

277 Posts

0 Threads

#2 7 years ago

To verify the assimilate settings are correct you could try them with one of Jedi Academy's original animations.




minilogoguy18

kitty dances for rep!

50 XP

4th September 2004

0 Uploads

2,675 Posts

0 Threads

#3 7 years ago

Is there a model weighed to the skeleton you animated and exported? If I remember right it needs a model since the compiler dumps unused bones but with animations it should still work.

Also post some pics, they would help a lot.

Post one of the hierarchy in modview before the merge and make sure the bone structure looks the same as the base models. Also, if I remember right you need to have the first 2 frames of any animation before using glamerge to be the root pose.

Might also want to take a look at this old thread.

http://forums.filefront.com/sw-jk3-modding-mapping-editing/425888-softimage-mod-tool-7-5-softimage-xsi.html

For future reference it'd be best if you just bumped my topic so that any problems that are run into and fixed can be all in 1 place so that others can read if they have the same problems.




Garyn Dakari

Munch munch...

50 XP

9th November 2010

0 Uploads

285 Posts

0 Threads

#4 7 years ago

Thanks for the responses!

@Wonko: Just tested, and the JKA animation works - Which means the problem must either be with my .xsi export settings, the skeleton, or my animation...I think.

@Miniloguy: Um....No model, although if I open the .glm assimilate created for it, it looks like Luke, only without the textures.

XSI Hierarchy(I think): https://dl.dropbox.com/u/27388528/Images/JKB/treeB.JPG

Picture of Animation in XSI: http://dl.dropbox.com/u/27388528/Images/JKB/Skeleton.JPG

Picture of Animation in Modview: https://dl.dropbox.com/u/27388528/Images/JKB/ModView%202012-06-27%2001-03-10-08.png

Modview hierarchy: https://dl.dropbox.com/u/27388528/Images/JKB/MV_H_Before.JPG

I've heard about the first two frames having to be in the root pose, but when I used Dragon that wasn't the case - But I'll try it here, it may be different between the two programs.

Thanks for the link to the thread, but the download link is broken in there :/ The skeleton I'm using is the one included in the OJP Source.

For future reference it'd be best if you just bumped my topic so that any problems that are run into and fixed can be all in 1 place so that others can read if they have the same problems.

Ok, I'll keep that in mind - I didn't think older topics were supposed to be bumped though. Will in the future, if necessary though.




AshuraDX

WTF ?! BOOOOOOOM !

50 XP

10th May 2009

0 Uploads

1,462 Posts

0 Threads

#5 7 years ago

rename mesh_root1 to mesh_root in xsi that's the first thign I noticed now , I'll edit this post incase I find something else




minilogoguy18

kitty dances for rep!

50 XP

4th September 2004

0 Uploads

2,675 Posts

0 Threads

#6 7 years ago

You also need to create another null and name it skeleton_root at 0,0,0 in world, child to model_root and put spine_root under it.

Are you using the mod tool 7.5 skeleton or something that has gone through a few import/exports since naming is incorrect and things are missing?

You should import either the stormtrooper or kyle model that comes with the JK2 SDK, just have only the animations box checked and you'll get a fully weighed model all set up and ready to go in game, that way you can look at the hierarchy.




Garyn Dakari

Munch munch...

50 XP

9th November 2010

0 Uploads

285 Posts

0 Threads

#7 7 years ago

Renaming the mesh_root1 to mesh_root fixed it - Thanks, all of you! Been a great help :)