I have some more problems with my animations. Macklebee helped me with get them going last night and that was awesome, did not understand that you use the blending value to select which one to run.
This time I have a new problem which I can't understand.
Watch this video and you will understand what I mean
#1
13 December 2011 - 09:39 PM
#2
13 December 2011 - 11:33 PM
I watched video. Saw some floating chap, and tiny font in editor. Sorry, cannot help
Intel Dual Core 3GHz / GeForce GTS 450 - 1024 MB / Driver ver 267.59 / 8 GB RAM / Win 7 - 64 bit / LE2.50 / BMAX 1.48
game producer blog - Dead Wake Zombie Game powered by Leadwerks Engine
Twitter - Unfollow me
game producer blog - Dead Wake Zombie Game powered by Leadwerks Engine
Twitter - Unfollow me
#3
13 December 2011 - 11:41 PM
oops, she has digestive problems! ;-)
#4
14 December 2011 - 06:49 AM
Game Producer: Maybe not the best quality but in full screen mode the code is fully readable, but thats not the important part. Didn't you understand my Swedish version of English, was it so bad
Anyway, thanks for watching though
Gabriel: Yeah .... real severe problems
macklebee: So I didn't get it as I though I did. Well, then it was a good thing of me to write "I'm not so smart as I thought I was" in my blog.
Gabriel: Yeah .... real severe problems
macklebee: So I didn't get it as I though I did. Well, then it was a good thing of me to write "I'm not so smart as I thought I was" in my blog.
#5
14 December 2011 - 07:05 AM
working on an example for you... will post in a PM so I do not have to put assets into a public forum...
EDIT: Found possible bug but was able to get it to work... sent a PM to Josh with an example to comment on..
EDIT: Found possible bug but was able to get it to work... sent a PM to Josh with an example to comment on..
Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590
LE / 3DWS / BMX / Hexagon
macklebee's channel
LE / 3DWS / BMX / Hexagon
macklebee's channel
#6
15 December 2011 - 10:16 PM
Was skimming it... your EN is good
good luck with this.
good luck with this.
Intel Dual Core 3GHz / GeForce GTS 450 - 1024 MB / Driver ver 267.59 / 8 GB RAM / Win 7 - 64 bit / LE2.50 / BMAX 1.48
game producer blog - Dead Wake Zombie Game powered by Leadwerks Engine
Twitter - Unfollow me
game producer blog - Dead Wake Zombie Game powered by Leadwerks Engine
Twitter - Unfollow me
#7
15 December 2011 - 10:22 PM
The problem is solved now thanks to help by our macklebee.
Thanks for you attention
@Game Producer
Good to hear. Its a bit scary to speak english when you has not training at all other than the TV
Thanks for you attention
@Game Producer
Good to hear. Its a bit scary to speak english when you has not training at all other than the TV
#8
16 December 2011 - 11:49 AM
What was the solution, or what was the problem anyway?
6600 2.4G / GTX 460 280.26 / 4GB Windows 7
Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT
Tricubic Studios Ltd. ~ Combat Helo dev blog
Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT
Tricubic Studios Ltd. ~ Combat Helo dev blog
#9
16 December 2011 - 12:36 PM
Hi Flexman. The problem was me and maybe a bug or sort off bug.
My character model is included in the Scene file (.sbx) and is just a mesh with a skeleton i a T-Pose.
My intention was then to load each animation from separated gmf-files using LoadAnimation.
I have no LOD files.
My first problem was that did not understand they way blending works. Blending is used to switch betweem the different animations.
They was I did it was wrong so I ended up having alla animations blending turn on at the same time, with very strange results.
Now the code ensure that when I select a new animation the old blending is turned of, and that solved that problem
My second problem was that LoadAnimation did not work as expected.
The solution that macklebee came up with was
Taken those things into concideration everything works fine now
My character model is included in the Scene file (.sbx) and is just a mesh with a skeleton i a T-Pose.
My intention was then to load each animation from separated gmf-files using LoadAnimation.
I have no LOD files.
My first problem was that did not understand they way blending works. Blending is used to switch betweem the different animations.
They was I did it was wrong so I ended up having alla animations blending turn on at the same time, with very strange results.
Now the code ensure that when I select a new animation the old blending is turned of, and that solved that problem
My second problem was that LoadAnimation did not work as expected.
int seqNo = LoadAnimation( characterEnt, "abstact::idle_anim.gmf" ); // this animation will cause at totally distored model when used
The solution that macklebee came up with was
int seqNo = LoadAnimation(GetModelLODEntity(characterEnt,1),"abstract::idle_anim.gmf") ;or
int seqNo = LoadAnimation(GetChild(characterEnt,1),"abstract::idle_anim.gmf");
Taken those things into concideration everything works fine now
#10
17 December 2011 - 03:35 AM
Roland Strålberg, on 16 December 2011 - 12:36 PM, said:
The solution that macklebee came up with was
Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590
LE / 3DWS / BMX / Hexagon
macklebee's channel
LE / 3DWS / BMX / Hexagon
macklebee's channel


Back to top



