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Sybil9
Joined: 02 Jan 2010 Posts: 102 Location: Spain
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Posted: Mon Mar 19, 2012 3:45 am Post subject: Help with Accesory animations |
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| Hi, I'm trying to make some weapons with animations for the avatars (like 75% of the weapons there's in IMVU). I've tried everything, I'd copied the configuration of other products of mine that include these animations, but nothing, I can't seem to put to work any triggered animation for this weapons. Any idea how can I solve this? It's kinda important to me. |
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Polystyrene
Joined: 07 Jun 2006 Posts: 20047 Location: Australia
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Posted: Mon Mar 19, 2012 4:00 am Post subject: |
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What are you deriving from?
You need to derive from they empty clothing derivable because it is made using the avatar skeleton. You need to have the avatar skeleton to be able to animate the avatar.
Also remember to weight your mesh to the avatar skeleton part (for example the hand) rather than the attachment node. _________________
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Sybil9
Joined: 02 Jan 2010 Posts: 102 Location: Spain
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Posted: Mon Mar 19, 2012 4:39 am Post subject: |
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| Well, I created from the accesory, not the empty clothing, but the fact is that when I tried deriving from the empty clothing, it worked very strange, the face of the avatar just dissapeared and I couldn't connect the mesh to the hand... any idea or tutorial for deriving from empty clothing? Because I'm struck here and this sucks >_<U |
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Polystyrene
Joined: 07 Jun 2006 Posts: 20047 Location: Australia
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Posted: Mon Mar 19, 2012 4:49 am Post subject: |
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With connecting the mesh to the hand...as well as weighting it to the hand bone make sure you remember to export your mesh with the avatar skeleton.
I'm not really sure about the face disappearing :/ Can you post a pic? That might help. _________________
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Sybil9
Joined: 02 Jan 2010 Posts: 102 Location: Spain
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Posted: Mon Mar 19, 2012 5:11 am Post subject: |
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http://img269.imageshack.us/img269/5312/lanzat.jpg
this is the result I'm getting in the empty clothing thing; as it is, in the accesory item the spear goes perfectly in the hand of the avi, but here it just goes throught the belly and I don't know what to do anymore T_T |
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Polystyrene
Joined: 07 Jun 2006 Posts: 20047 Location: Australia
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Posted: Mon Mar 19, 2012 5:21 am Post subject: |
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Hm, it looks like you might be overriding the head. What ID number are you putting in when you add the mesh? You need to put a number above 10, because the numbers below are all for the avi's body parts.
Is the spear moving with the hand even though it's not attached to it? Have you weighted it to the hand bone? Maybe try reset xform that sometimes helps with weird things. In Max, select the mesh, then go to Utilities (the picture of the hammer at the top right), click on Reset Xform, then click Reset Selected. _________________
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Sybil9
Joined: 02 Jan 2010 Posts: 102 Location: Spain
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Posted: Mon Mar 19, 2012 5:56 am Post subject: |
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| I've finally been able to put the spear in the hand (I had to weight it, Ijust forgot how to make it, in Blender is just different than in 3D Max), but the problem with the dissapearing head persist. I've given my spear the ID Pid 60 and I can't unchek the 0 on the ID Body Part... |
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Polystyrene
Joined: 07 Jun 2006 Posts: 20047 Location: Australia
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Posted: Mon Mar 19, 2012 6:21 am Post subject: |
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That's good you fixed that part
I don't know what is making the head disappear though, I can't think of anything else.
[Moved to correct forum-DarkAngel5 Forum Moderator] _________________
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Sybil9
Joined: 02 Jan 2010 Posts: 102 Location: Spain
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Posted: Mon Mar 19, 2012 6:35 am Post subject: |
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I've finally figured all out, I'm a little absentminded today ^^U
Ive just been naming the mesh 0 when adding it in the mail menu, now that it's properly named as 60, the head doesn't dissapear as before.
I'm sorry for all the inconveniences, but I really haven't made any accesorie with pose in a long long time, so I didn't remember how it was done (too much furnitures and rooms and little clothing these days) ^^U
So thanks a lot for you help! I owe you a lot  |
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Polystyrene
Joined: 07 Jun 2006 Posts: 20047 Location: Australia
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Posted: Mon Mar 19, 2012 6:24 pm Post subject: |
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Haha it's okay, I have the same problem when I've not made something for a while. Glad you got it all sorted out  _________________
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Spirit 
Joined: 30 Nov 2006 Posts: 5116 Location: Ireland
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Posted: Thu Apr 05, 2012 5:58 am Post subject: |
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im having this exact issue...i cant uncheck the Zero box and i have a dissapeared head, putting 60 in the compatible ID box aint working either......this is how ive always made accessory's.....why and WTF am i sposed to do to fix it
i REALLY dont like derping about with the empty accessory but im gonna try that
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Spirit 
Joined: 30 Nov 2006 Posts: 5116 Location: Ireland
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Posted: Thu Apr 05, 2012 6:24 am Post subject: |
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rebuilt and submitted fine using the sunglasses.........im really not happy WTH is this Shiz (post above) _________________
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FreezingFace
Joined: 09 May 2011 Posts: 155 Location: Germany
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Posted: Mon Apr 09, 2012 7:28 pm Post subject: |
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its rly easy .. go on Debug02 and change the 0 to a 60 what u need
on the BodypartID and mesh the 0 change to a 60
in creator  |
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gaf210  Moderator
Joined: 05 Aug 2006 Posts: 6555 Location: Argentina
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Posted: Mon Apr 09, 2012 10:40 pm Post subject: |
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this post made me realize the terrible mistake i was doing and why was my pose not working when deriving from an accesory, lol. Thanks guys!! _________________
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SpikeShop
Joined: 08 Sep 2010 Posts: 62 Location: Netherlands
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