[1000 POINTS] Animation issue...

Help would be much appreciated.

By jamespizzurro 3 years ago

That's my problem. And yes, the knife is linked and parented to the wrist gizmo. I'm using Jennifer!'s rigs. I've made many, many animations using the same process, but for whatever reason I haven't been able to get my weapons to "bind" to the player's hands when it comes to view models. In this specific case, my knife only stays in one place for all of my animations. It doesn't even move a little bit.

I'm using 3DS Max 2009 and this plug-in to export SMDs.

The interesting thing is that the knife moves with the hands in 3DS Max, but not after I export it and view it in-game or via the Model Viewer in Source SDK. Also, I do not receive any compiling errors when exporting my SMDs.

Below is my QC file for this animation set:

$cd "C:\Documents and Settings\James\Desktop\James' Folder\Source Models\Knife\NEW DECOMPILE" $modelname "weapons\vknifet.mdl" $model "studio" "reference.smd" $cdmaterials "models\weapons\vmodels\Applegate\" $cdmaterials "models\weapons\vmodels\hands\" $hboxset "default" $surfaceprop "default" $illumposition 8.418 -2.675 -4.874 $sequence idle "idle" ACTVMIDLE 1 fps 12.00 $sequence draw "draw" ACTVMDRAW 1 fps 45.00 $sequence stab "stab" ACTVMHITCENTER 1 fps 35.00 $sequence stabmiss "stabmiss" ACTVMMISSCENTER 1 fps 40.00 $sequence midslash1 "midslash1" ACTVMHITCENTER 1 fps 55.00 $sequence midslash2 "midslash2" ACTVMHITCENTER 1 fps 55.00

1000 points to whoever ends up providing the most helpful advise and gets this to work. Only one user will receive the points.

Any help would be much appreciated! =D Thanks in advance.

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    Futon

    I'm not sure. Do you have multiple parents? I've also encountered this problem alot, but I'm not quite sure how to fix it.

    Fill my script.
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    Use two reference smds, one for the hands, and one for the knife, make sure there attached to the proper bone and etc.

    Or

    Use one ref smd but merge the knife and hands into one model mesh object.

    const bool is_Failing = true;
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    Posted by Futon I'm not sure. Do you have multiple parents? I've also encountered this problem alot, but I'm not quite sure how to fix it.

    I just checked and I don't. I'm glad to hear that someone else has run into a similar issue, though. At least I now know I'm not alone.

    Posted by RedRogueXIII

    Use two reference smds, one for the hands, and one for the knife, make sure there attached to the proper bone and etc.

    Or

    Use one ref smd but merge the knife and hands into one model mesh object.

    I just tried making the two reference SMDs and it didn't work. It produced a different, but similar result; the knife only moved to a different location instead of where the player's hand starts out in every animation. How would I go about merging the hands and knife if I cannot select the hands in the first place in 3DS Max with the rig I'm using?

    Agent Red Productions
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    If it doesn't move with the bone then that means that its not affected by it. Redo the weighting and give the knife mesh 100% of the knife bone's weight.

    Try moving everything into position then freezing the transforms (dunno I don't use 3ds max). If you want, post the ref and idle smds up and I'll take a look at it.

    const bool is_Failing = true;
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    Posted by RedRogueXIII If it doesn't move with the bone then that means that its not affected by it. Redo the weighting and give the knife mesh 100% of the knife bone's weight. Try moving everything into position then freezing the transforms (dunno I don't use 3ds max). If you want, post the ref and idle smds up and I'll take a look at it.

    I just don't understand this...nothing is working. Link constant, normal linking from child to parent, binding. I haven't run into this problem until recently and I haven't changed my way of animating or the rigs I use for a while.

    Agent Red Productions
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    Make sure nothing is grouped, that usually messes things up, then make sure that there are no double links (the knife isn't linked to the wrist AND Something else) perhaps restart the animation process (opening the rig, linking, setup and then animate the idle) and see if that works?

    Maybe not
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    Posted by IHazard Make sure nothing is grouped, that usually messes things up, then make sure that there are no double links (the knife isn't linked to the wrist AND Something else) perhaps restart the animation process (opening the rig, linking, setup and then animate the idle) and see if that works?

    Thanks. I actually forgot about this thread and meant to close it earlier. It ended up that I had to assign the knife itself to all of the finger bones in order to get it on there just right. Probably isn't good in terms of optimization and the like, but it works, and best of all I didn't have to redo my entire animation. Thanks for your help, though. I'll give you some points just for being the last word. =P

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