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I think I broke the animation/Joints

HOT
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Created 10 years ago
by Krazzyboy97
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Heres the model in asset viewer. as you can see its fine


And heres the model in world at war a player model. Can someone give me a idea of what I did wrong :/
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How did you take that photo? Image is insanely low res and blurry?  :poker:
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How did you take that photo? Image is insanely low res and blurry?  :poker:

on my phone. my print screen button is broken on my laptop xD
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on my phone. my print screen button is broken on my laptop xD

use the snipping tool then lol
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What settings did you do in Assman?
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What settings did you do in Assman?

type : animated
and the filename.
in materials i have all the materials. 12 to be exact.

use the snipping tool then lol
forgot that even existed xD
Last Edit: February 17, 2016, 12:12:56 am by Krazzyboy97
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type : animated
and the filename.
in materials i have all the materials. 12 to be exact.
forgot that even existed xD

Set 'type' to 'multiplayer body'.
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Set 'type' to 'multiplayer body'.

okay done that now have a error saying it can't find tag_origin bone. Where abouts would i put that on my model?
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okay done that now have a error saying it can't find tag_origin bone. Where abouts would i put that on my model?

Is this model even rigged?
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Is this model even rigged?

sort off. Has everything apart from how the character would hold a gun in third person. Keep in mind i have found no decent tutorials about rigging models for world at war from scratch so what i've done so far is off my own back from what little knowledge I have of maya. I've been looking at the def model that comes with the mod tools and naming each joint the same on my own model.
Last Edit: February 17, 2016, 12:28:10 am by Krazzyboy97
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sort off. Has everything apart from how the character would hold a gun in third person. Keep in mind i have found no decent tutorials about rigging models for world at war from scratch so what i've done so far is off my own back from what little knowledge I have of maya. I've been looking at the def model that comes with the mod tools and naming each joint the same on my own model.

Well tag_origin should be at 0 0 0 translation. But you probably need to do a bunch more shit to the model like painting weights and stuff which is beyond my expertise.
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Well tag_origin should be at 0 0 0 translation. But you probably need to do a bunch more shit to the model like painting weights and stuff which is beyond my expertise.

Wish there was a tutorial somewhere or someone that could help me out with this. Even if I dont have a custom player model in my map it would still be good but the custom player model would make it some much better :/ Anyway in the next couple of weeks I'll post it in the WIP section once I've fixed a couple of errors
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Wish there was a tutorial somewhere or someone that could help me out with this. Even if I dont have a custom player model in my map it would still be good but the custom player model would make it some much better :/ Anyway in the next couple of weeks I'll post it in the WIP section once I've fixed a couple of errors

Well, there are tutorials on youtube on how to paint weights on playermodels in Maya, but that's all I know.  ::)
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Well, there are tutorials on youtube on how to paint weights on playermodels in Maya, but that's all I know.  ::)

I did see them. Tbh most of its trial and error until I get something that works well. Any tips would be great from the UGX community would be brilliant
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I did see them. Tbh most of its trial and error until I get something that works well. Any tips would be great from the UGX community would be brilliant

if rollon was here he would have told you how to fix this ...

 
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