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Smight_Plight
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Creature animation woes
      #2718486 - 06/23/04 12:32 PM


I've been working on making this penguin. I have the whole thing animated with a walk and a run. I put note tracks under the root bone with Run Forward: start and stop as well as walk forward:start and stop notes. but when I exportit into morrowind I get this warning message.

Creature has no animation groups. Morrowind will crash.

I've tried both exporting it with the animation included and with it extracted to a kf file.

Does anyone know what I'm doing wrong?

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DarkOneVenzar
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Re: Creature animation woes [Re: Smight_Plight]
      #2718500 - 06/23/04 12:35 PM

When you make the creature in the CS try clicking on the Add Animation file box. That may help. I haven't ever modelled anything so I don't know if that is right.

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Smight_Plight
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Re: Creature animation woes [Re: DarkOneVenzar]
      #2719425 - 06/23/04 06:10 PM

when your making a creature the creature mesh IS the animation file, so that's not it.

anyone else know?

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MagicNakor
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Re: Creature animation woes [Re: Smight_Plight]
      #2719483 - 06/23/04 07:50 PM

Do you have your note track set up on the Root Bone?
Bounding Box?

I'm at work right now, but when I get home I'll crack open a creature .max file. The notes are very specific. It might even be "WalkForward: Start" and instead of "Walk Forward: Start." I seem to recall it being WalkForward.

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Smight_Plight
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Re: Creature animation woes [Re: MagicNakor]
      #2719488 - 06/23/04 07:56 PM

Thanks MagicNakor I'll try that out.
Yea I also forgot to add a bounding box, but I think you only need that so the creature can't walk through trees and the like.



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MagicNakor
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Re: Creature animation woes [Re: Smight_Plight]
      #2719499 - 06/23/04 08:01 PM

Not having a bounding box sometimes does some *really* wierd things to the editor. You might also need at least one Idle too, although I'm not sure on that.


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Smight_Plight
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Re: Creature animation woes [Re: MagicNakor]
      #2719549 - 06/23/04 08:38 PM

It wasn't the note track format. I'll try adding an idle animation.
I think I might have my root bone set up wrong. I made everything from scratch so I probably did something wrong there. Is there a special way to set up a root bone?

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MagicNakor
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Re: Creature animation woes [Re: Smight_Plight]
      #2719574 - 06/23/04 08:55 PM

Just take a dummy, put it at 0,0,0 and name it root bone. Link your mesh to it. If it's segmented, link your main mesh to it. Then when you move the root bone, your mesh should move with it. Walking/running animations have to have the root bone move forward, but anything else can have the root bone stationary at 0,0,0.

--------------------
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Smight_Plight
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Re: Creature animation woes [Re: MagicNakor]
      #2719617 - 06/23/04 09:27 PM

HAHAHAHAHAHAAHAHHAHAHAHA


thanks!!! that was it.

I foolishly thought that a root bone should be a bone and not a dummy.
where would I ever get that idea from?

thanks alot.
A++ Make another deal? YOU BET!!!

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Smight_Plight
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Re: Creature animation woes [Re: Smight_Plight]
      #2719663 - 06/23/04 09:59 PM

Now I just have this crazy "animated in place" warning. I'm sure I can figure it out eventually. But if anyone has some hints that would be great.

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skydye
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Re: Creature animation woes [Re: Smight_Plight]
      #2719909 - 06/24/04 12:11 AM

what are you going to do with the penguin?
This seems cool.

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MagicNakor
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Re: Creature animation woes [Re: Smight_Plight]
      #2719939 - 06/24/04 12:21 AM

Yeah, root bone is a tricky name.

Animated-in-place is the error you get when you don't move the root bone forward (on the x axis) during your walking/running animations. You can't just inch it forward either, it actually has to move a fair bit.

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Smight_Plight
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Re: Creature animation woes [Re: MagicNakor]
      #2720762 - 06/24/04 04:41 AM

Turns out you actually have to put the position change notation on the root bone it's self. You can't just link it to something else that moves like you want it to.

Thanks for all your help MagicNakor.

SkyDye: what do I do with anything? I make it then send it to someone else to deal with.



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Smight_Plight
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Re: Creature animation woes [Re: Smight_Plight]
      #2721092 - 06/24/04 05:49 AM

Grrrrrrrrr.


It turns out I made all of my animations with the penguin traveling in the opposite direction they were supposed to go in .

Is there an "easy" way to fix this so I don't have to do all of the animations over again from scratch?


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Smight_Plight
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Re: Creature animation woes [Re: Smight_Plight]
      #2721586 - 06/24/04 07:58 AM

Alright I fixed that too. just took my root bones pivot point and did a 180 on it.

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TheSlof
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Re: Creature animation woes [Re: Smight_Plight]
      #2721617 - 06/24/04 08:06 AM

Where DO you put the note track? On the dummy? What if you're doing an object? Where do you put it then? Do I have to create a dummy for it too?

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skydye
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Re: Creature animation woes [Re: Smight_Plight]
      #2721785 - 06/24/04 08:55 AM

Quote:

Turns out you actually have to put the position change notation on the root bone it's self. You can't just link it to something else that moves like you want it to.

Thanks for all your help MagicNakor.

SkyDye: what do I do with anything? I make it then send it to someone else to deal with.





I see a genius,But a lazy genius.

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MagicNakor
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Re: Creature animation woes [Re: skydye]
      #2722731 - 06/24/04 01:17 PM

Sometimes Morrowind doesn't register the keyframing correctly, so you have to move your start/end notes up one. If you rotated the root bone though...you might end up with problems. I've never rotated a root bone, but I've heard from others never to do it.

Why would you be animating an object? Animated statics, okay, I can see that, but things like swords and the like can't be animated.

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Smight_Plight
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Re: Creature animation woes [Re: MagicNakor]
      #2723374 - 06/24/04 04:07 PM

It's ok to rotate the pivot point since it can't be animated and only tells morrowind what orientation your mesh has.

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MagicNakor
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Re: Creature animation woes [Re: Smight_Plight]
      #2723648 - 06/24/04 08:26 PM

Oh...the pivot point.

I thought you rotated the root bone.

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TheSlof
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Re: Creature animation woes [Re: MagicNakor]
      #2723750 - 06/24/04 09:03 PM

Well... not weapons, but activators and doors uses animations. And since I'm trying to animate an object that would change shape when you activate it, it's pretty helpful if the animation works.

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MagicNakor
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Re: Creature animation woes [Re: TheSlof]
      #2723784 - 06/24/04 09:23 PM

Doors aren't animated. They just swing on the pivot point.

Activators don't necessarily have to be animated either...depends what you're wanting it for, I guess.

If you want to call up an animation on an OnActivate script, yes, you'll likely need a root bone. But I'm at work, and half-asleep, so I can't double-check it for you.

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I do not approve of anything that tampers with natural ignorance.
-Oscar Wilde

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The Relaunched Morrowind Workshop

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TheSlof
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Re: Creature animation woes [Re: MagicNakor]
      #2725404 - 06/25/04 06:11 AM

Thanks! I thought the doors were animated... Doh! So this is why I havnt found any scripts...
Well, then! I'll try using a Root Bone... Oh, and when I was texturing an object in 4.2 the rendering refused to show some textures at random (sometimes they worked, sometimes not), saying that they required Map coordinates, so I added an UVW Map. Now here's the deal; Nothing happened... I tried several times, using different settings, Unwrap UVW, etc.
What has happened? I'm used to 5, but got 4.2 so that I could animate... But if the textures are going to stop working... Bummer!

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Smight_Plight
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Re: Creature animation woes [Re: TheSlof]
      #2727355 - 06/25/04 02:37 PM

if it says you need map coordinates then here is what you do. add the uvw map modifier. change the modifyier so that it is a shape that wraps nicely arounfd the object. you may want to use the uvw map gizmo to get more exact fittings. then apply your texture. then apply the unwrap uvw modifier. press edit under the modifier options and a window will open where you can change how your mesh fits the texture. once you uvw unwrap something it locks the uvw map so you can't effect it anymore unless you remove the modifier. a note on using the TES shader. if you set the diffuse to 255 then your object will always render as white. it's better to work with it at a lower setting like 125 and then change it to 255 to export.

hope that helps.

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TheSlof
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Re: Creature animation woes [Re: Smight_Plight]
      #2730657 - 06/26/04 09:30 AM

Thanks, but it doesn't... I've already tried this... I'm not new to 3DSMax, only to 4.2 (I've even animated a short movie in 5, and working on a full version combining my friends as bad actors, and me adding even worse special effects... )

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