Model sequences Created 19 years ago2005-11-12 00:18:15 UTC by Ace Ace

Created 19 years ago2005-11-12 00:18:15 UTC by Ace Ace

Posted 19 years ago2005-11-12 00:18:15 UTC Post #146737
well that dead body still doesnt work. i dont know what im doing wrong.

in milkshape3D, i managed to make a new smd file for my model. i erased all the frames from a different one and i posed him to look dead. now i have a dead animation. in the qc file im pretty sure i specified everything correctly. but as i try to compile that QC file, i get lists and lists of errors. heres the loggy thing:

grabbing Documents and SettingsSam aka AceDesktopplayergsg9/GSG9.smd
grabbing Documents and SettingsSam aka AceDesktopplayergsg9/deadonback.smd
BMP GSG9_Working1.BMP [256 254] (100%) 65792 bytes
BMP Chrome1.BMP [64 64] (100%) 4864 bytes
illegal parent bone replacement in sequence "deadonback"
"Bip01 L Hand" has "Bip01 L Arm2", reference has "Bip01 L Forearm"
illegal parent bone replacement in sequence "deadonback"
"-- L Forearm twist" has "Bip01 L Arm2", reference has "Bip01 L Forearm"
illegal parent bone replacement in sequence "deadonback"
"-- L wrist" has "Bip01 L Arm2", reference has "Bip01 L Forearm"
illegal parent bone replacement in sequence "deadonback"
"-- L Elbow" has "Bip01 L Arm1", reference has "Bip01 L UpperArm"
illegal parent bone replacement in sequence "deadonback"
"-- L bicep twist" has "Bip01 L Arm1", reference has "Bip01 L UpperArm"
illegal parent bone replacement in sequence "deadonback"
"-- L shoulder outside" has "Bip01 L Arm", reference has "Bip01 L Clavicle"
illegal parent bone replacement in sequence "deadonback"
"-- L Shoulder inside" has "Bip01 L Arm", reference has "Bip01 L Clavicle"
illegal parent bone replacement in sequence "deadonback"
"Bip01 R Hand" has "Bip01 R Arm2", reference has "Bip01 R Forearm"
illegal parent bone replacement in sequence "deadonback"
"-- R wrist" has "Bip01 R Arm2", reference has "Bip01 R Forearm"
illegal parent bone replacement in sequence "deadonback"
"-- R forearm twist" has "Bip01 R Arm2", reference has "Bip01 R Forearm"
illegal parent bone replacement in sequence "deadonback"
"-- R Elbow" has "Bip01 R Arm1", reference has "Bip01 R UpperArm"
illegal parent bone replacement in sequence "deadonback"
"-- R bicep twist" has "Bip01 R Arm1", reference has "Bip01 R UpperArm"
illegal parent bone replacement in sequence "deadonback"
"-- R Shoulder inside" has "Bip01 R Arm", reference has "Bip01 R Clavicle"
illegal parent bone replacement in sequence "deadonback"
"-- R shoulder outside" has "Bip01 R Arm", reference has "Bip01 R Clavicle"
illegal parent bone replacement in sequence "deadonback"
"Bip01 L Foot" has "Bip01 L Leg1", reference has "Bip01 L Calf"
illegal parent bone replacement in sequence "deadonback"
"-- L ankle" has "Bip01 L Leg1", reference has "Bip01 L Calf"
illegal parent bone replacement in sequence "deadonback"
"-- L Knee" has "Bip01 L Leg", reference has "Bip01 L Thigh"
illegal parent bone replacement in sequence "deadonback"
"Bip01 R Foot" has "Bip01 R Leg1", reference has "Bip01 R Calf"
illegal parent bone replacement in sequence "deadonback"
"-- R Ankle" has "Bip01 R Leg1", reference has "Bip01 R Calf"
illegal parent bone replacement in sequence "deadonback"
"-- R Knee" has "Bip01 R Leg", reference has "Bip01 R Thigh"
what the hell does all this mean?
Posted 19 years ago2005-11-12 04:07:25 UTC Post #146748
The rig references vary between something... probably the model and the sequence files. Did you try to nick sequences from one model and put them into the GSG9?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-11-12 16:37:22 UTC Post #146831
I didnt. everything I used was from the GSG9.

from the errors it sounds like i deformed him.. like the textures and all jumbled up or something

what do you think it means by bone replacement?
Posted 19 years ago2005-11-12 16:38:45 UTC Post #146833
It looks to me like you're using parts of two different models, but it might just be a modelling naming convention of which I'm unaware. Ask pepper, he's an HL modeller.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-11-12 19:37:18 UTC Post #146881
You probably adjusted the reference.smd's bone positions, then it wont match with the animations, the program wont know what to do with it and will distort everything, try not to move a single joint/bone in your modeling/compiling program.
Posted 19 years ago2005-11-12 20:24:13 UTC Post #146885
what is the referance.smd? and move a joint on what? does this mean i can pose my smd? T_T

cus i posed the animation allover (rotate instead of move on MilkShape3D)
Posted 19 years ago2005-11-12 20:36:17 UTC Post #146887
Explain step by step what you adjusted and in wich animation and file.
Posted 19 years ago2005-11-12 20:50:48 UTC Post #146890
ok i decompiled the GSG9 thing, following the tutorial (http://www.twhl.co.za/tutorial.php?id=90) but i soon discoverd it had to be a dead animation, not dieng. so that didnt work. then i wanted to add my own animation. i copyied a dieng animation and opened it in milkshape. i then went to animation > remove all frames
on the resulting single frame i started using the rotate tool to pose my body
User posted image
that way nothing would end up deformed. I exported it and modified the QC file
then i went to compile that file and got all the errors listed above

edit: Sorry if any of this confuses you. i was a little rushed when i wrote this
Posted 19 years ago2005-11-18 13:52:38 UTC Post #147814
Well, Seventh Monkey got mad at me for making another thread, so now i have to revive this one. ^_^
Now i got the model to compile, but look what happened to it:
http://img180.imageshack.us/img180/3107/omfgwtf4zk.jpg

help me?
Posted 19 years ago2005-11-20 18:47:53 UTC Post #148137
You need to.. um.. reskin and remap it, I'd say, even though I know nothing of modeling.
Posted 19 years ago2005-11-20 18:54:12 UTC Post #148138
Nop, you asigned the wrong vertexes to the wrong bone, you can just go around messing with a animation, all the bones need to be exactly the same as in the reference.smd.
Posted 19 years ago2005-11-20 19:52:08 UTC Post #148144
if that dead body is not near to the player start just kill the monster_whatever with an autotriggered hurt, if the dead body is what you want, but if its near dont use it you may hear him dying
Posted 19 years ago2005-11-21 00:05:51 UTC Post #148163
mm its in counterstrike.. no montser_ enties :(
Pepper, would you feel up to helping me get the bones the same with the referance and my animation file?
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