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(Acid Gat Kit) script_model Animations in Asset Manager/Maya - Error on export

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Created 8 years ago
by FinalKill9175
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Hey guys, I am attempting to port the acid gat kit into WaW from MOTD. I already did the blundergat and acidgat weapons, I just need to script the acidgat kit buildable. I already have a background on scripting, and I have some tutorials for animating script_models bookmarked. I was just starting out by getting the model and anims. For the anims, I loaded p6_anim_zm_al_packasplat from MOTD, dropped the bind file onto it, and dropped one of it's respective tanims on it in Maya. I went to export the anim with normal settings (same thing I use for weapons) and I had gotten an error in maya upon exporting the animation.
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// 

// MayaAnimData::ProcessBones:Failed to find joint [MeshShape_0]
// Error: Failed to export scene to D:/Program Files (x86)/Steam/steamapps/common/Call of Duty World at War/model_export/acidgat_kit/xanim_export/acidgat_kit_end.XANIM_EXPORT //
currentTime 0 ;
I am using Maya 8.5 with Tom's anim exporter plugin.
Here is a screenshot of what I am doing:

Any help would be appreciated! Thanks in advance
Last Edit: June 13, 2016, 09:35:54 pm by FinalKill9175
Marked as best answer by FinalKill9175 8 years ago
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  • steviewonder87
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Select all the meshes and joints + hierarchies and export the anim. Then export all the joints + one mesh for the animated model. Should work.
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Select all the meshes and joints + hierarchies and export the anim. Then export all the joints + one mesh for the animated model. Should work.
Yup. Thanks so much, I just had to expand all of the joints and select them all without selecting hierarchy. Also, do I do the animated model without an animation loaded?
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You need an animation loaded on the model in maya
thanks!
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You're welcome :) also when you export be sure to export 1 frame less than the animation is long
I have another question  :troll:
What settings do I use in asset manager?
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I have another question  :troll:
What settings do I use in asset manager?

Tick use bones and set to relative for the anims, for the model just select animated.
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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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Yup. Thanks so much, I just had to expand all of the joints and select them all without selecting hierarchy. Also, do I do the animated model without an animation loaded?
tgats what select hierarchy "does"...
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tgats what select hierarchy "does"...
For some reason when I did that it threw the error at me  :alone:
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You need an animation loaded on the model in maya
this was backwards btw - but irrelevent

With or without a anim makes no difference, but you should "not" have one loaded incase the anim has repositioned the model - as it'll effect the anims played on it later

 
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