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Posts posted by Sir Crusher
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Only the motion bone.
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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.
ooeJack likes this -
Ah, thanks, now I've fixed it.
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Apparently this bone had a different rotation. What should be its rotation for the animation to work?
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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'splayermodels that's \models/players/ humanoid/ humanoid.gla") and the im-porter loads the skeleton as well. Here you can set a dierent GLA to useinstead, using Jedi Academy's base-relative notation (e.g.\models/players/ humanoid kor1/ humanoid kor1.gla"). This will only work ifthe number of bones matches.Its version is 2.78
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I'll record it to give a better example.
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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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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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will this be available to the public? can't wait to play this
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Is there any documentation or tutorial about that?
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How can I assign a different md3 animation for a weapon?
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https://www.edx.org/course/introduction-computer-science-harvardx-cs50x
That's a introduction to the computer science course from Harvard University that can be accessed for free.
Smoo likes this -
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can someone make a tutorial for this xD
Ask me anything about the Jedi source code
in Coding and Scripts
Posted
Is it possible to create a complex Cinematic fight with Icarus without adding every move as an animation, @@MGummelt? At the moment, I've looked at some scripts, and it looks like no script actually triggers a real attack, but fakes it by just playing an animation.