The all-holy walking animation.. Created 17 years ago2007-10-10 13:48:56 UTC by Zami90 Zami90

Created 17 years ago2007-10-10 13:48:56 UTC by Zami90 Zami90

Posted 17 years ago2007-10-10 13:48:56 UTC Post #236092
.. is not working.

I have modelled, textured and rigged a character, and it's ready to go. As you all know, the oirigin bone must be moved to make a walking animation to work. So, i created the walking animation, and moved the "Bip01" bone forward. Yay.

Then i opened it in Spirit of Half-Life, but the creature didn't move. It just played the animation, but teleported back to it's starting spot when animation was done.

I know, i explain everything ?n hardest way, but i hope you understand me.

Facts:
  • Every vertex is weighted, so every vertex moves as they should.
  • The creature is rigged with original Zombie's bones. I just needed to delete few bones here and there. Basically it's feet and fingers, which should not cause any harm.
-I've been searching around forums for days now.

Heres QC im using:

/*
QC script generated by Half-Life MDL Decompiler 1.2
2003, Kratisto. Based on code from Valve's HL SDK.

zombie.mdl

Original internal name:
"valve/models/zombie.mdl"
*/

$modelname "roamer.mdl"
$cd "."
$cdtexture "."
$scale 1.0
$cliptotextures

$externaltextures

$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 55.000000

//reference mesh(es)
$body "studio" "roamer_reference"

$sequencegroupsize 64

// 44 animation sequence(s)
$sequence "walk" "walk" LX fps 22 loop ACT_WALK 1 {
{ event 1004 2 "common/npc_step1.wav" }
{ event 1004 9 "common/npc_step3.wav" }
}

// End of QC script.

If someone wants to help me, add me to msn: hauskahaaska@hotmail.com, or PM me.

Thanks :combine:
Posted 17 years ago2007-10-10 20:47:34 UTC Post #236109
Bumping ;<
Posted 17 years ago2007-10-11 08:28:50 UTC Post #236133
Created and exported as SMD in 3ds max 8. Compiled in GUI StudioMDL 1.0.
Posted 17 years ago2007-10-11 08:55:04 UTC Post #236136
deeoo deeoo, attention doctor rimrook, please report to this thread please, deeoo
Posted 17 years ago2007-10-11 08:58:20 UTC Post #236137
code blue!
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2007-10-11 10:32:48 UTC Post #236139
I could be wrong here, but for a walking animation, you're not meant to physically animate the figure moving forward. Rather, you animate the character as if it were walking on a treadmill. The engine handles how the figure moves forward in a walk.
AJ AJGlorious Overlord
Posted 17 years ago2007-10-11 12:45:01 UTC Post #236144
The model really moves forward in 3ds max. It really not walks.. More like crawls, but it doesn't matter as long the model moves real units forward. If i wouldn't move it forward in 3ds max, it wouldn't move in game either. But because i moved it forward in 3ds max, it moves the same range in game, but teleports back to it's starting spot.

Yes, im pretty bad in english ;D
Posted 17 years ago2007-10-11 14:30:10 UTC Post #236158
I think their might be a flag or something that is set for movement animations like jumps, dodges, and so on. I would recommend decompiling the Hgrunt model since it had many animation of that sort. Otherwise the animation will 'teleport' like you said. The reason being is that it never really left its original location. You you find out how the grunts do it, the monster's position will be updated to the animation and not the otherwise teleport thing.

I can look into more for you because I'm curious of these animation types as well. Model animation has a lot of power, allowing many of the monster to perform tasks they otherwise wouldn't, like a grunt climbing a ladder, or a zombie busting through glass and falling.
Rimrook RimrookSince 2003
Posted 17 years ago2007-10-11 15:01:10 UTC Post #236161
I decompiled almost every moving thing from hl, but they had same movement flags as mine.

Now im really gonna snap.
Posted 17 years ago2007-10-12 20:50:06 UTC Post #236247
Bump, really .. :(
Posted 17 years ago2007-10-13 12:38:18 UTC Post #236303
Uh. Problem solved! o/

I needed to delete the actual model when i exported the animation. If i export model AND bones as skeletal animation, it makes new bone with meshes name, and somehow stopped it from moving.

Off to animation nao o/ ->
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