• Animations break on export?
    4 replies, posted
Hi there I was working on a weapon model, and upon export it broke the animations on it. the animations are handmade by me, and they work in 3ds max. I was wondering if anyone knows the issue, and if there's a fix besides reanimating it x_x the rotations of the bones are correct, but it seems the pivot points aren't. the shells are fine, and those are the only part of the weapon that is attached using link constraints. everything else is constrained together normally. the rig I used for this is kiyoshi's cs:s rig from gamebanana, with fixed illegal reference issue. proof that it works in max and not hlmv [t]http://puu.sh/68ga0.png[/t] [t]http://puu.sh/68gbC.jpg[/t]
your saying it doesn't move in hlmv? have you tried re-importing the SMD bones you exported from max to also turn that up to 30fps [IMG]http://puu.sh/68RGp.png[/IMG]
no it moves, but as soon as certain bones rotate they rotate but around a different pivot point than they use in 3dsmax. interestingly, only the bones that are constrained by the link tool do this, but the ones constrained by the link constraint option are fine. I can achieve a dirty fix by changing the bones that have issues with link constraints, however that isn't entirely the best solution because upon compile some bones have shifted position of their own accord (only by a small amount, but noticeable in hlmv) and I am unable to correct it in max even if I change the position of the element effected.
hmm could you attach your smd?
I managed to fix the reload by changing the links to link-constraints, but the other animations were damaged beyond repair so I reanimated them.
Sorry, you need to Log In to post a reply to this thread.