Game Development Community

Blend Anims not exporting.

by Jason Jabaut · in Artist Corner · 03/03/2002 (9:27 am) · 5 replies

I'm having a little trouble exporting blend animations. I'm trying to export the lower body run animation but only turned slightly so that I can use it as the strafe animation. I created a .cfg file and put all the upper body biped parts on the never export list and changed the sequence object to be a "blend" animation. I tried exporting it with "collapse transforms" checked and un-checked and both times I got the same error saying "cannot collapse node 'Bip01 L forearm' because it is a bone". I tried taking off the Bip01 L forearm from the never export list and it just gave me the same error except for the upper arm.
I tried deleting all the upper body animations and leaving it in the default pose while it plays the lower body animations, but got the same result. Anyone have any ideas?

#1
03/03/2002 (9:43 am)
It won't let you cull out the bone because the deformable mesh thinks it needs the bones for deformation purposes.

If you are doing the animations in separate files and not in the base DTS file, just delete the mesh and export the bones only. It should work just fine.

Joe
#2
03/03/2002 (11:57 am)
Great...that did it. Thanks.
Another question for ya...

I have a "root" postion of a guy standing with his legs kind of apart and a normal looking "standing jump" animation. Both work fine but look kinda funny when they blend together. The player jumps into the air, does his little jump animation and comes down. As he is coming down he is in a different position than than the root position, so when he gets close to the ground the end of the jump anim blends into the beginning of the root anim. The effect is that when he gets close to the ground he kind of slowly "floats" down to the ground and as his legs and arms slowly move into root position. It sort of destroys all sense of weight with the character. Is there a way to shorten the time between these transitions, or get rid of them all together. I know getting rid of them would cause the character to snap into the root position at the end of the jump....but I still think it would look better than what is happening. Thanks again for your help.
#3
03/03/2002 (12:28 pm)
Geez,

I don't know where to change the transition speed. I know it can be done, but I always had a programmer do it for me (it was done in code in games I worked on)

You might want to try posting in one of the code forums and ask if anyone knows where to adjust this.

Joe
#4
03/03/2002 (1:13 pm)
Ok. I can kind of work around it by having the last frame of the jump animation closer to the begining of the root. It will just look funny if later if we add the ability for characters to change their jump height. At least now I know I can stop looking around for something I was missing. Thanks=)
#5
03/07/2002 (10:57 am)
I did poke around a little and I found this in the player.cc file....

// Amount of time if takes to transition to a new action sequence.
static F32 sAnimationTransitionTime = 0.25;
static bool sUseAnimationTransitions = true;
static F32 sLandReverseScale = 0.25;
static F32 sStandingJumpSpeed = 2.0;
static F32 sJumpingThreshold = 4.0;
static F32 sSlowStandThreshSquared = 1.69;
static S32 sRenderMyPlayer = true;
static S32 sRenderMyItems = true;

I was able to get rid of the animation transitions by setting the sUseAnimationTransitions to false and decrease the transition time of the jump animations by playing with the numbers above. Just thought I would let people know incase it's useful at all.