Problem With Milkshape
kyliegirl
Gorge MasterAustralia Join Date: 2002-12-11 Member: 10586Members, Reinforced - Shadow
<div class="IPBDescription">i duno how to fix it????</div> I have a major problem with my gorg milkshape. i molded it fine but when i animat a part of the head i cant move.
I circled it in yellow below. for some unknown reason, when i animate the head, that section will not move. not even after selecting it
all the rest moves fine, but that secton wont. it tries to strecth it instead. making it look terrible.
how can i fix this?? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
I circled it in yellow below. for some unknown reason, when i animate the head, that section will not move. not even after selecting it
all the rest moves fine, but that secton wont. it tries to strecth it instead. making it look terrible.
how can i fix this?? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
Comments
now the basice of the body all done. do i now have to animate every single scene of the gorg if i wana use it in ns?
the compiler will get an error message if you dont have vertexes assigned to all the bones written in the .qc file. find out what the bottom jaw bone is called, then open the .qc file in notepad. delete the line that mentions the bottom jaw bone ( whatever its called ).
its getting more and more complicating. are you sure when you make a new model for ns you dont have to redo all the animations for it? because id think youd have to.
half-life, unlike most other games, has a skeleton which does all the poses ( done by the dev team ) if you use that skeleton, you dont have to reanimate it. if you want something totally different, you can redo the skeleton and all animations, but its really hard theres heaps of problems. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
so wouldnt that mean i would have to re-animate?
did the alien models that were made gorg had to be remade? cus it looks totally different from the gorg form.
and i have encountered heaps of problems. it seems the vertex connections in the back legs are on the wrong bones. mainly because of the form. but i cant fix it because the darn selection for the vertex selects the other side on the other leg. so i cant fix it without having to have both legs move together, which wont work if ya want the gorg to walk etc.
you can majorly tell the vertex are screwed in the back legs though, you try to rotate the ankles the whole heel up the top moves into the flesh. which looks weird. luckily you dont need to move the ankles during movement. well not for the gorg. moving them slightly you cant tell, but all the way you can. i guess thats fine.
i put the gorg in a pose, sorta like walking. some areas of the gorg are jagged.
if i have changed the gorgs look. would i have to redo the whole animations of it?
and yeh, the gorg looks were outta my imagination. i was thinking gorgs look like cute wombats cross koalas. even though koalas and wombats are more fluffy and hairy lol.. and they got ears. anywho,, yeah, ill see if i dont need to edit the rest of the animations.
but is there a default model i was meant to edit, cus i edited the level 2 model.
i recompiled to see what it looked like, and i think sumfin screwed up somewhere. it looked like a ball of knots than a gorg. wtf happened. it looks like it tried to pull my model into the original gorg shape and tripped over. how the hell did it manage this? was i meant to do sumfin else in the q3 file? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
or i could just do all the animations for the new model. but nar, thatd take too long