• SFM thread V2
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[QUOTE=HTS CONNER;22833953]lol I got kinda lazy towards the end of this one. [media]http://www.youtube.com/watch?v=mP8PSsYng2M[/media][/QUOTE] I feel like the only mouth animations that worked was the end.
So now randomly the DMX exporter plugin completely crashes maya. As you can see from my last two videos it was working fine before. I don't remember doing anything in particular that could have caused this, except now I've been working with a rig setup. However files that I was able to export before are now broken too so something's up. It just crashes maya completely, very frustrating. I tried restarting the computer but to no avail. This is SO FRUSTRATING. I've been trying all day and still have yet to export. Before this everything worked fine and maya didn't crash. Once SFM gave me an error but that fixed itself. Now it consistently crashes whenever I hit Export for DMX....... I guess there's no way to go directly from MotionBuilder to DMX? It would be nice if there was.
The disappearing models is caused by the original location, pre-animation set, being out of view. To fix, don't move bip_pelvis - move root_transform. I assume root_transform has a bounding box that it uses before rendering the full model, so as long as it's on camera it should be fine. Keep in mind moving it moves everything else.
Anyone know a method/command to make sentries fire their guns and rockets?
[QUOTE=Razi The Red;22842471]Anyone know a method/command to make sentries fire their guns and rockets?[/QUOTE]Use bots. You can make a bot build a sentry using bot -class Engineer -name Engineer, bot_mimic 1 and bot_command Engineer build3
that's not what he asked
I also posted a script that helps out with bot control a few pages back: [url=http://www.facepunch.com/showpost.php?p=22696483&postcount=968]Link[/url]
Do you guys know how can I get FBX and DMX importer/exporter working with maya 2011?
The DMX plugins are incompatible with anything newer than 2009 - they wouldn't load under 2010 for me.
Still haven't figured out exactly why the plugin is crashing for me. The last message in the script editor is "Warning: Unable to create unknown element !" (the space before the ! means the element was supposed to have a name but doesn't, I looked in the plugin's binary and found the line and it's got an %s at the end before the !) Meanwhile, for some reason the Maya log is completely empty, it just has a single line "Maya Message Log starting Thursday, June 24, 2010" and then nothing. In order to get the warning message I had to record the script editor in CamStudio because I couldn't read it before it crashed. Hey, does anyone want to help me with this? Here's the FBX file I'm trying to import and export with Maya: [url]http://dl.dropbox.com/u/79523/pyrostretch.fbx[/url] If you get a crash as well I'll know that it's the FBX file and maybe that's the problem... Thanks in advance...
[QUOTE=HTS CONNER;22815936]New video including custom scout animation. [/QUOTE] Interesting point if that you can put these lovely animations In-game. there was a tutorial around here somewhere, it was vague but it helped. I tired something similar as a Jarate taunt (added to the sniper rifle because there is nothing to replace.) If you Don't have the correct shardedbones.qci it fails miserably. [hd]http://www.youtube.com/watch?v=IKG1PohvHkk[/hd]
Also, if someone who has managed to do it without a crash could post one of their own FBX files I'd like to know if I crash with it as well. This way I know if it's maya or motionbuilder.
Still work in progress, but is going well. [media]http://www.youtube.com/watch?v=2D3nRE-mFhI[/media]
[QUOTE='[qt] benny hill;22850579'] If you get a crash as well I'll know that it's the FBX file and maybe that's the problem... Thanks in advance...[/QUOTE] It doesnt crash for me (maya 2009) but it looks like.. uhh.. [IMG]http://i50.tinypic.com/29954h.jpg[/IMG]
[QUOTE=Cl0ud;22852600]It doesnt crash for me (maya 2009) but it looks like.. uhh.. [IMG]http://i50.tinypic.com/29954h.jpg[/IMG][/QUOTE] It's just the motion file so if you open the pyro scene and then import it it should work better I think The pyro is doing some acrobatic stuff so it might look a bit odd if it's just stick figures. Also, are you able to EXPORT it as a DMX? That's my problem, Maya doesn't crash just opening the file. Thanks for trying to help btw.
I've always recompiled animation MDLs personally
[QUOTE='[qt] benny hill;22852661']are you able to EXPORT it as a DMX?[/QUOTE] It doesn't contain any animation, but i can export it.
Hmm yeah that file was incorrect, sorry. Still, if it doesn't crash Maya the second you try to export then it isn't the file causing the problem. I just completely removed maya and reinstalled so i'm gonna try once more... [editline]02:17PM[/editline] I think the reason it doesn't animate is because it's made in MotionBuilder 2011 and you probably have an older version of the fbx plugin than I did. Do you mind sending me one of your fbx files made in motionbuilder 2009 so I can see if that's the problem? Hmm for now I think I'll try deleting sourcesdk and retrying with new, clean files, since maybe there's a problem with that that's causing the crash So far my hypothesis is that one of the sourcesdk maya script option files got corrupted because I clicked something I shouldn't have. I'm getting fresh new copies now in the hope that it will fix the problem. [editline]02:55PM[/editline] My hypothesis was correct! It was those option files. I guess what we have to gain from this is: if Maya crashes when trying to use one of the valve tools, get a fresh copy of the entire "maya" folder in sourcesdk/ The files that I had to refresh were in the maya/scripts/ folder, I'm pretty sure. Thanks cloud for trying to help :)
The result of some more tinkering, this time with some mocap file I found on the interwebs: [media]http://www.youtube.com/watch?v=atVuVs7YMkM[/media]
[QUOTE='[qt] benny hill;22859851']The result of some more tinkering, this time with some mocap file I found on the interwebs: [media]http://www.youtube.com/watch?v=atVuVs7YMkM[/media][/QUOTE] It was pretty funny but you should have had him do a few more moves. Like when MJ stands on his toes and stuff.
[QUOTE=Takkun10;22861280]It was pretty funny but you should have had him do a few more moves. Like when MJ stands on his toes and stuff.[/QUOTE] Hehe well I didn't do any of the animations, it was a test of a mocap file I found.
The five funnies I got were worth the ban. :v: [QUOTE='[qt] benny hill;22861399']Hehe well I didn't do any of the animations, it was a test of a mocap file I found.[/QUOTE] You just found a mo-cap file on the net? Is there a site that has them or was it a random upload or something?
[QUOTE=Markntosh;22862255]You just found a mo-cap file on the net? Is there a site that has them or was it a random upload or something?[/QUOTE] I found this random blog that compiles them. Not much of a collection but a few good ones. Who knows where they come from. [url]http://gfx-motion-capture.blogspot.com[/url]
[QUOTE='[qt] benny hill;22862286']I found this random blog that compiles them. Not much of a collection but a few good ones. Who knows where they come from. [url]http://gfx-motion-capture.blogspot.com[/url][/QUOTE] Interesting. I need to get me that copy of Maya and MotionBuilder so I can put this stuff to use. Thanks.
Hmm I'm fiddling with various things in the DME Element Editor, trying to figure out how to connect a VCD with a model. There's an item "sequence/subClipTrackGroup/tracks/Film/children/<nameofvcdyouimported>/trackGroups/<nameofclassvcdusees>/actorModel" that accepts a string but is empty by default. I've been trying to change that value to the name of various other things in the DME editor such as the name of the model I import or its path, etc, but to no avail. I guess no one has figured this particular feature out yet, right? I suppose it could just be broken, but it seems odd for the VCD to import fine along with everything and yet serve no purpose.
[url=http://www.facepunch.com/showpost.php?p=19692739&postcount=1386]In an old post from the last topic[/url] the solution was to associate the model(s) in Faceposer; it will load them automatically. I can't confirm this, nor try to get it working with the DME Editor, because Faceposer won't even start, which I assume has something to do with me running Windows 7. You could try dragging the DmeGameModel that you wish to use onto actorModel (you'll need a scroll wheel) and see if that works. That's about all I can suggest though without a vcd to test with.
[QUOTE=Metroid48;22864376]That's about all I can suggest though without a vcd to test with.[/QUOTE] I've been trying to test with the in-game vcds (like laugh_long or whatever). Just an idea if you want to help test. Also I've been experimenting with adding a command trigger to the timeline. Maybe there's a way to force the player to play a vcd with ent_fire? I've managed to light myself on fire with Ignite using the trigger so far but that's about it :P
Ok, I've spent a few minutes looking at what importing an existing vcd does (in this case, the demo headshot animation) and I'm not sure what to think of it - it defines a channel called event_ramp, which uses what looks like a flag system for its values. Although I know how this works, I don't know how it applies to in-game models - I'd probably have to use one of the previously successful methods of vcd importing to check how it works, but that won't be happening until faceposer works. Anyway, an unrelated thing I noticed: SFM allows you to make clips to fade in & out, right within the engine. This is a right click option on clips, but since it's near the top of the list I've always missed it. I had to resize the timeline to get that part of the menu in view. I'll try a higher resolution later to see what else is there, as for all I know there's options above Change Camera. Anyway, among these options you can also add overlay materials to your clips. Using channels you could even apply/remove different materials throughout the clip, and animate the opacity! Not sure exactly what I'd apply that to but hey, the functionality's there. Also, I'm still planning on writing a proper tutorial for channels & operators, just haven't had more than a few minutes at a time to use SFM.
[img]http://i.imgur.com/9H87u.png[/img] Unfortunately that's about the top of the list. (notice the export option, this appears for VCDs you import) By the way, for now if you need to trigger VCDs the easiest way is to override the taunt commands or voice menu commands and just activate them as you would normally. It's still unfortunate that vcd import doesn't seem to work though.
Thanks. Also, is it just my version or is rendering limited to a maximum of your active resolution but posters can be anything you want? It seems like an odd limitation. [b]Edit:[/b] I'm thinking more of [url=http://www.facepunch.com/showpost.php?p=19692739&postcount=1386]this method[/url], since if it works as advertised it does actually utilize the Import VCD option. It should be easy enough to see the comparison between a successful import, with model, and the attempts to import regular vcds. Presumably that would reveal how to edit unsuccessful imports to apply to a model.
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