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Blender Animation causing crash


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As Circa said, we'll need more informations about that. How exactly does it crash? Does it freeze the game, or crash to main menu with / without an error, or crash to desktop with the console showing some error, or crash to desktop without anything?

The .blend file you link at is also pretty strange - it looks like it contains no animations, just one pose for what looks like a lightsaber staff animation.

Without knowing if there's anything wrong with the animation itself, all I can suggest you is to doublecheck if you properly filled the .gla reference path during export: in this case, with models/players/_humanoid/_humanoid. Also, I'm not sure of your level of knowledge of how JA animations work, but to make them work properly you'd have to merge the resulting .gla containing those few frames with the main _humanoid.gla, as well as changing the animations.cfg file accordingly to point to those new frames.

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I have an error - File written by newer Blender binary: 270.6, expect loss of data!

which version of Blender You use?

With blender it is also important to set the refrence of the original _humanoid.. from the manual:
 

GLM les reference the GLA they're for (for Jedi Academy's
playermodels that's \models/players/ humanoid/ humanoid.gla") and the im-
porter loads the skeleton as well. Here you can set a dierent GLA to use
instead, using Jedi Academy's base-relative notation (e.g.
\models/players/ humanoid kor1/ humanoid kor1.gla"). This will only work if
the number of bones matches.
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The game just closed without going back to the menu. I forgot to add the crash log earlier, here it is:

===================================

JKA Movie Battles II Crash Log

===================================

Process File Name: D:\Program Files (x86)\Steam\SteamApps\common\Jedi Academy\GameData\mbii.x86.exe

Module File Name: rd-vanilla-mbii_x86.dll (cgame)

Exception Code: 0xC0000005 (Access Violation)

Exception Address: 0x505F2EEC (rd-vanilla-mbii_x86.dll+0x52EEC)

 

-----------------------------------

Register Dump

-----------------------------------

General Purpose & Control Registers:

EAX: 0x2AB7EBDC, EBX: 0x00000005, ECX: 0x2AB7EBDC

EDX: 0x2AB7EBDE, EBP: 0x003CF3D4, EDI: 0x49E4336C

EIP: 0x505F2EEC, ESI: 0x499D1C10, ESP: 0x003CF3C8

 

Segment Registers:

CS: 0x00000023, DS: 0x0000002B, ES: 0x0000002B

FS: 0x00000053, GS: 0x0000002B, SS: 0x0000002B

 

-----------------------------------

Call Stack Trace

-----------------------------------

rd-vanilla-mbii_x86.dll(GetRefAPI+0x25DAC) [0x505F2EEC]

rd-vanilla-mbii_x86.dll [0x505C1F99]

rd-vanilla-mbii_x86.dll [0x505BF920]

rd-vanilla-mbii_x86.dll [0x505BF899]

rd-vanilla-mbii_x86.dll [0x505C457D]

rd-vanilla-mbii_x86.dll [0x505B6F6D]

rd-vanilla-mbii_x86.dll [0x505B6609]

rd-vanilla-mbii_x86.dll [0x505B68C1]

rd-vanilla-mbii_x86.dll [0x505BCB30]

mbii.x86.exe(openjk_minizip_malloc+0x3E778) [0x141DF98]

mbii.x86.exe [0x13CC1CC]

mbii.x86.exe(openjk_minizip_malloc+0x76565) [0x1455D85]

mbii.x86.exe [0x13C1035]

mbii.x86.exe [0x13C1177]

mbii.x86.exe(openjk_minizip_malloc+0xAAF03) [0x148A723]

kernel32.dll(BaseThreadInitThunk+0x12) [0x76DD336A]

ntdll.dll(RtlInitializeExceptionChain+0x63) [0x77549902]

ntdll.dll(RtlInitializeExceptionChain+0x36) [0x775498D5]

 

I've made some animations before, so I followed the standard procedure. To play the animation just slide a new window to the side and change it to Dope Sheet then action editor.

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After I made other animation, I ran on another problem: the blocking animation rotates to the wrong side. The animation was meant to block to the right-hand side, but when the animation is played in game, the model's arms go to the correct side, but the whole model is rotated to the left, looking like the player is blocking to the left

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I have an error - File written by newer Blender binary: 270.6, expect loss of data!

 

which version of Blender You use?

 

With blender it is also important to set the refrence of the original _humanoid.. from the manual:

 

GLM les reference the GLA they're for (for Jedi Academy's
playermodels that's \models/players/ humanoid/ humanoid.gla") and the im-
porter loads the skeleton as well. Here you can set a dierent GLA to use
instead, using Jedi Academy's base-relative notation (e.g.
\models/players/ humanoid kor1/ humanoid kor1.gla"). This will only work if
the number of bones matches.

 

Its version is 2.78

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Have You moved bone called : motion ? Sometimes bugs appears when You do something with it. To be honest - dont do anything with it. Not sure what exactly it is for but it made my animations looking very weird sometimes.

 

Also when looking at this .. I think You must do some changes in the cfg file.If You made both animations - the game reads animations from the wrong frame. Check exactly which frame it should start.

 

 

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Apparently this bone had a different rotation. What should be its rotation for the animation to work?

Well as i typed later - i think that You need to change frames in the cfg file..Just check exactly number of keyframes , count them and check if the animations that You want to replace use exactly that frame of the animation.

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If anyone else has this problem, to fix it you have to keep in mind that the bone motion determines the animation rotation in the game. The bone must be horizontal in blender and its front side is where the animation will be facing. The front side of the bone is its Z axis in local view mode, the blue arrow.eRqRBgf.pngT541UJk.png

ooeJack likes this
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