Help importing animations

WilsonWilson Join Date: 2010-07-26 Member: 72867Members
<div class="IPBDescription">3dsmax 2012</div>Hey, I'm having some trouble importing animations and getting them to play in the viewer.

In my MODEL_COMPILE file I have:

geometry "k98_view.dae"
animation "idle" "k98_view.dae" from "TEST1" to "TEST2"


but when I go to build I get this error:

Error: Animation 'C:/Users/Andy/Desktop/testsrc/modelsrc/k98_view.dae' does not contain frame tag 'TEST1'


I'm completely clueless with 3dsmax so it may be something very simple. I'm not sure I'm adding the frame tags correctly. Here is a screenshot of 3dsmax:

<img src="http://imageshack.us/a/img20/6172/56243827.jpg" border="0" class="linked-image" />

I just clicked at the red arrow and added a time tag at the start and end of the animation. I don't understand why it won't build. Can anyone help?

Comments

  • eh?eh? Join Date: 2012-03-03 Member: 147997Members
    Could be something really dumb and simple, but did you make sure when you exported the collada file that you were exporting the animation, and that you were exporting it from the first frame to the actual last frame of your animation?

    Sometimes when you export the end frame number is reused from a previous export and it might clip-off a portion of your animation.
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    edited October 2012
    Yeah, I tried all that. The only thing I can think of is that I'm using a newer collada plugin because the one included with NS2 doesn't work on 3dsmax2012. I'm currently installing 2009 to see if it's anything to do with that.

    [EDIT] It works! Although I can't get any animations to play from my model...I remember you said something about needing a bone somewhere in order for the animations to play. Can you refresh my memory?
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Any objects with camera's need a bone in them for attachment points. I am not sure entirely how it works, as I've not been too successful with models in my mods...
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    Woo! I worked it out. When importing models from half-life1 the animations worked fine, but they weren't working for source models because the bones had different names. Source bones are all named like "Valve.Biped...." if you rename them to "Bone01", "Bone02" etc. then the animations work in spark!

    How I feel after hours of trying to figure it out: <a href="http://www.youtube.com/watch?v=IS7Og1zvdy8" target="_blank">http://www.youtube.com/watch?v=IS7Og1zvdy8</a>
Sign In or Register to comment.