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Sir Crusher

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Posts posted by Sir Crusher

  1. 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
  2.  

    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

  3. 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

  4. 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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