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Animation difficulties - creating new skeleton for unit


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#1 constermonster

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Posted 18 May 2009 - 12:33 AM

I am trying to make a dwarven unit. The basic Idea is that he's derived from Gimli, but he does not have a cape, and his soldiers are raised slightly to give the appearance that he's wearing heav armour. I have bound the model to the point that I can animate him within the renX program - using rob's tutorial; and exported him in w3d format

My problem is, when I try to animate the character, I can not use gimli's animations in w3d viewer - he just stands still while the frames tick by. Could the problem be that I removed his cape bones? I tried generating a new skeleton without the cape bones (in w3d exported as skeleton only) and a new animation (w3d exporter animation only), and made both the animation and the model exported using the skeleton I had modified and exported, but to the same effect.

Basically, how do I create a new skeleton and animation.

#2 Nertea

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Posted 18 May 2009 - 05:40 AM

If you look in the W3D properties menu in RenX (under the picture of a hammer) you'll see Export Transform and Export Geometry. For the bone objects, make sure Export Transform is ticked and Export Geometry is not. Also, you probably didn't need to delete the cape bones - just don't bind anything to those bones and you should be fine for a unit without a cape.

Also, this will do better in the Graphics forum.

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#3 Mathijs

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Posted 18 May 2009 - 01:27 PM

Moved it.

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#4 Nertea

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Posted 18 May 2009 - 07:00 PM

ty Matias

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#5 constermonster

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Posted 18 May 2009 - 11:34 PM

It worked! thank you so much! ;) now I can finish binding and move on to skinning.

#6 NewErr

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Posted 03 June 2009 - 05:05 PM

I see you had that w3d view problem . I have the same problem , whenever I open a model and import the animations, the keyframes just move but my model isisn't (so my model stands there and does nothing)




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