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Now it is crazy arms... [message #412843] Tue, 01 December 2009 12:21 Go to next message
ChewML is currently offline  ChewML
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Colonel
Ok, I got my old laptop working again, so I picked up where I left off. Thanks to Di3HardNL's more detailed tutorial I figured out how to get the boning part down.

When I have this in RenX the locke stays with the bones in the animations, but when I export it and open Ren... I get this:

index.php?t=getfile&id=12207&private=0

I tried unlinking the blue dots and relinking manually to the bones, and autolinking by smaller groups... but I keep getting the feet in the crotch in game?

Anyone seen this before or have any idea what I am doing wrong?

Like I said, it doesn't do this in RenX... only when exported and opened in Ren.

[Updated on: Wed, 02 December 2009 14:54]

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Re: Foot in crotch? [message #412914 is a reply to message #412843] Wed, 02 December 2009 11:47 Go to previous messageGo to next message
ChewML is currently offline  ChewML
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Colonel
New problem SS

index.php?t=getfile&id=12209&private=0

The problem before may have been because forgot to add the skeleton... but now when I add the skeleton (s_a_human) I get this crazy long arms, and the character walks sideways.

Any ideas?
  • Attachment: crazyarms.jpg
    (Size: 31.24KB, Downloaded 357 times)

[Updated on: Wed, 02 December 2009 15:04]

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Re: Now it is crazy arms... [message #412926 is a reply to message #412843] Wed, 02 December 2009 17:01 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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Are you sure Locke uses the A skeleton? He might use one of the special variants...

http://steamsignature.com/card/1/76561197975867233.png
Re: Now it is crazy arms... [message #412928 is a reply to message #412926] Wed, 02 December 2009 17:27 Go to previous messageGo to next message
ChewML is currently offline  ChewML
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Colonel
danpaul88 wrote on Wed, 02 December 2009 18:01

Are you sure Locke uses the A skeleton? He might use one of the special variants...


I had only heard of the one for male (s_a_human) and one for female (s_b_human)... but now that I take a second look into my mixer I see 2 more s_c_human and s_z_human.

Anyone know more about what the others are for?

In the mean time I will try to export using the others including the female one just to see what happens.

Edit: lols, this what happen with s_z_human

  • Attachment: s_z_human.jpg
    (Size: 106.95KB, Downloaded 323 times)

[Updated on: Wed, 02 December 2009 17:58]

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Re: Now it is crazy arms... [message #412936 is a reply to message #412843] Wed, 02 December 2009 22:17 Go to previous messageGo to next message
ChewML is currently offline  ChewML
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Colonel
fagmax is gay...



Is it corrupt? Could that be causing all this crap?
Re: Now it is crazy arms... [message #412946 is a reply to message #412936] Thu, 03 December 2009 02:16 Go to previous messageGo to next message
Spyder
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Chew wrote on Thu, 03 December 2009 06:17

fagmax is gay...



Is it corrupt? Could that be causing all this crap?


No, it means you haven't imported a skeleton...
Re: Now it is crazy arms... [message #412948 is a reply to message #412843] Thu, 03 December 2009 03:21 Go to previous messageGo to next message
Reaver11 is currently offline  Reaver11
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The s_c_human is for mutants.
I'm unaware where the s_z_human is for.
Re: Now it is crazy arms... [message #412952 is a reply to message #412948] Thu, 03 December 2009 03:51 Go to previous messageGo to next message
Tupolev TU-95 Bear is currently offline  Tupolev TU-95 Bear
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idk but i always though it was civilians Confused

Decent people


Quotes or w/e

Re: Now it is crazy arms... [message #413046 is a reply to message #412843] Thu, 03 December 2009 22:00 Go to previous messageGo to next message
ChewML is currently offline  ChewML
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Colonel
So the best looking thing I have come out with is exporting without skeleton...

In the same file with the gmax scene there is another file H_A_A0A1, does anyone know what it's purpose is?

Also this may sound like a dumb question... When you import the w3d shouldn't you use the same skeleton as the ine you intend to export with?

Re: Now it is crazy arms... [message #413142 is a reply to message #412843] Fri, 04 December 2009 16:21 Go to previous messageGo to next message
ChewML is currently offline  ChewML
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Colonel
Figured out my problem... Nobody ever said how important it was to rotate the scene back so it faces the right before you export... lols Satisfied

Re: Now it is crazy arms... [message #413146 is a reply to message #412843] Fri, 04 December 2009 17:21 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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Nobody expected you to have rotated it after importing it I suppose... why not rotate the view instead of the model? Rocked Over

http://steamsignature.com/card/1/76561197975867233.png
Re: Now it is crazy arms... [message #413148 is a reply to message #413146] Fri, 04 December 2009 17:48 Go to previous messageGo to next message
ChewML is currently offline  ChewML
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danpaul88 wrote on Fri, 04 December 2009 18:21

Nobody expected you to have rotated it after importing it I suppose... why not rotate the view instead of the model? Rocked Over

Coz i r noob and don't know how to, lol.
Re: Now it is crazy arms... [message #413174 is a reply to message #412843] Sat, 05 December 2009 04:40 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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What modelling program are you using? In both RenX and 3DS Max theres a button at the bottom somewhere that looks like a sort of pie chart thing, if you select that and then click anywhere in the view you can drag your mouse around to rotate your view around.

http://steamsignature.com/card/1/76561197975867233.png
Re: Now it is crazy arms... [message #413214 is a reply to message #413174] Sat, 05 December 2009 10:46 Go to previous message
ChewML is currently offline  ChewML
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danpaul88 wrote on Sat, 05 December 2009 06:40

What modelling program are you using? In both RenX and 3DS Max theres a button at the bottom somewhere that looks like a sort of pie chart thing, if you select that and then click anywhere in the view you can drag your mouse around to rotate your view around.


I found what you are talking about. I just never looked for anything else because I was affraid if I started messing with ohter buttons I would screw something up.

Like when I first started using the program, I would go to rotate/move the scene and it would show all 3 axis, but now I have to click the squares up top to select the axis one by one... I think the cat did it when he walked across my laptop.
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