Posted: Wed Dec 11, 2019 5:18 pm Post subject:
Animation issue inside KW
Subject description: Animation looks glitchy in the game while looking fine in w3x viewer
Hello,
I hope someone is still active here, I've been working a mode for kane's wrath, picking up an old project of mine. I am still remembering how everything is done but I have a problem with animations in the game. While the animation of the my model looks fine in 3d max and in the w3x viewer, in the game its wierd. Parts of the model are not aligned correctly, things don't move as per animation. Its very fustrating as I don't get any clue as to why this is happening. Can anyone help me out?
I repeat, in the w3x viewer, it animates fine. QUICK_EDIT
It is probably the XML code causing the issue.
You need to show code, and also explain what the animation is supposed to do. _________________ QUICK_EDIT
I remembering something about a limit for how complex can the model be...would that be the case? Too many verticles and I need to reduce its details ? QUICK_EDIT
Those are .W3X files. I asked you for .xml (ie game object code), which will tell the game how to use those animations. I need to see if I can spot errors. _________________ QUICK_EDIT
</Draws>
<Behaviors>
<!--- Force tier II for testing -->
<ModelConditionUpgrade
id="ModuleTag_ModelConditionUpgrade_Initial"
AddConditionFlags="USER_2">
<TriggeredBy>Upgrade_GDICrawlerFaction</TriggeredBy>
</ModelConditionUpgrade>
I did some reordering so you can run a test. You definately had some animation ordering issues, the order of animations especially for complicated objects like Conyards is very important, and animations will often not work if the order is not correct!
I note that you do not have a condition = 'USER_1' animation, I do not know if this will cause issues (I know you are testing 'USER_2', but still).
Thank you for your responses. The issue is with the model itself. Something I had to spent a lot of time to see and remember. The w3x skin binding in 3d max looks and acts fine with secondary bone linking but the game only works when there is just one bone link per vertice. So I need to redo the binding. I guess the importer is not that perfect. This is kinda discouraging as I had more models in mind I wanted to port over. QUICK_EDIT
I have an update. After countless tries I figure it out and managed to fix it. The issue is with the animation itself and the fact that the pivots which are animated are not declared with FirstFrame="0". This is the difference I saw between my animation and the rest. All start with 0, mine starts with different frames depending on the pivot.
Now my question is, why is 3d max doing that? What setting is there that corrects this? I had to do it manually and it was anything but easy. QUICK_EDIT
I have an update. After countless tries I figure it out and managed to fix it. The issue is with the animation itself and the fact that the pivots which are animated are not declared with FirstFrame="0". This is the difference I saw between my animation and the rest. All start with 0, mine starts with different frames depending on the pivot.
Now my question is, why is 3d max doing that? What setting is there that corrects this? I had to do it manually and it was anything but easy.
You have not shown your 3D max animation or export settings.
The C&C3 Mod SDK 'Sample Art' pack has many EALA 3D Max animations that you could use to see the settings that were used for in game animations. _________________ QUICK_EDIT
I'm not really a casual in ppm so there was a low chance for me to see your thread, but gee I wished I would've so I can tell you right away to look for the FirstFrames xP
KW have that issue and to this very day I dk why, It may be something that Breakaway games/EALA changed in the engine, it may be the different shaders it use, The KW SDK, or EA export that dk how to deal with units from SAGE2, beat me,
All I can suggest is for you to edit the w3x manually with a notepad after an export or use existing animation as base for the edit QUICK_EDIT
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