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anim8or sequence problem
Topic Started: Apr 28 2013, 03:27 AM (274 Views)
Magnar
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That guy
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I'm making a super top-secret low-poly game(I suck at modeling,) and came into a problem.
i modeled ONE forearm in 3ds max, and exported it into an8,did all the other stuff, and all went well until I actually tested it in my game.
the thing is that it's wierd to explain.
There is only one frame in this sequence for testing purposes, to position my forearms/hands to where I would guess the gun would be, one forearm is stretching outwards, while the other is in a position where the hand would be touching the trigger. It looked like it was good, so i tested it in-game.
THIS HAPPENED

The thing is, the arms acted as if the shoulder bones and all the other bones did not matter, this made me upset and mad and sad.
Any solutions?

That part is solved^
new problem, anim8or is saving the sequence incorrectly, and i'm unsure why, I saved the file, closed the program, and the sequence decides it wants to do what it wants.
HALP?
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Edited by Magnar, Apr 28 2013, 03:43 AM.
roses are grey,
violets are grey,
im colorblind,
fml.
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RonBurgundy
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Best thing to do: Attach the arms to the camera instead of the gun. Then attach the gun correctly to the hands. This is what I'am doing for my sniper game. I can post stuffs tomorrow if you need.
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zelda4evr
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In my experience anim8or has a lot of glitches(let alone how clunky and hard it is to use). Leaving out certain axis rotations for no reason(like when you save, it will leave out all rotations along the x-plane for some reason) I've said it before and I'll say it again, with the newer versions of blender it is easier than ever. with simple editing, auto rigging(what I primarily use, just make a model, make a skeleton and it will automatically rig them together) and the .u3d model exporter, what more could you ask for?? of course, you have to figure out the settings with the exporter. The rotations were completely backwards for my first export, but changing one setting quickly fixed it.

blender used to be hard to use, but now there is a really good gui. and the shortcuts are very well documented. In my opinion it is the best and well rounded package you could find. And it is much easier to start creating something in blender and get it how you want it to look in your game, compared to anim8or. Also with fbx support you can easily move to unity and not have to worry so much about slow down.

my 2 cents
Edited by zelda4evr, Apr 29 2013, 11:15 AM.

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Magnar
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RonBurgundy
Apr 28 2013, 07:08 AM
Best thing to do: Attach the arms to the camera instead of the gun. Then attach the gun correctly to the hands. This is what I'am doing for my sniper game. I can post stuffs tomorrow if you need.
How would I go about aiming though? I already pre-made aiming for my guns, and connecting it to bones on the hand would make it harder considering the arm is animated.
I would probably go the lazy way of connecting the arm to the gun, and making the gun follow the camera.

summarization of zelda4evr
 
LOL, Magnar can learn blender right? RIGHT?

I sure hope. I will try learning blender soon.

Thank you both for the info :thumb_up:
roses are grey,
violets are grey,
im colorblind,
fml.
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RonBurgundy
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Youc can still do sight aiming with mateices its actually easier than ovin bones. I'll post something tmrw.
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