I really need some help with Officials and Corner Workers...I've already made some questions but without replies..:/ Anyone knows how to setup and export these objects? I've tried a lot of differents ways but with awful results..(lost bones...flying men...monsters...etc..) Tnx... EDIT: OOoook...I solved this too..
Uh, of course! I will try to give you a step by step procedure... 1) Import as a merge one ISI Marshall into your scene (during the import procedure select only main objects and bones and leave all those text unchecked) 2) Press Z to zoom to your Marshall. 3) Be sure you've selected the Marshall istance and all its relatives Bones/Root. 4) Move/Rotate all these selected stuffs as you like into your scene. 5) Take care when you rotate Marshalls and be sure you're keeping a correct object pivoting. 6) To export the Marshall object you've to select ONLY its istance and let Bones/Root unselected. 7) Put a progressive number after the underscore in the istance name. ***BE SURE*** to do not jump between numbers (IE: CornerWorker_000, CornerWorker_004 etc..). This rule is VERY important to have marshalls working correctly (thanks to Ethone for this!) 8) Open a ISI animation MAS (IE: Belgium_Anims.mas) and export all those files into your ANM folder (be sure to point at this folder in your SCN!). These files contains the movement keyframing for every kind of ISI animated marshall. 9) To clone a marshall select the istance and all its relatives Bones/Root and copy/paste. Go to point 3 to move your new Marshall. 10) When you export clones BE SURE to check the option in the GMT exporter "Fix Bone Names" to correct the numeric suffix in bones. 11) If you want to manage a Marshall object (IE: to change textures and/or separate the two Corner Workers) pay attention to uncheck the Skin modifier before touch your Edit Mesh/Poly and be sure all polys are selected before reactivate the Skin Modifier. I suggest you to create a dedicated layer for animated stuff to keep all bones/root/objects clear and safe. After your exporting looks good freeze all this stuff and hide it. The most important thing, to avoid animation disasters, is to keep connected the Marshall mesh with all its bones/roos without change/corrupt the pivot tree. Try a bit but it's not too difficult.
Awesome, thanks a lot Tuttle! I wonder if we can create our own animation model: those sexy paddock girls! Can we?
U're welcome.. You can create everything you like. There is not special procedures. The only thing to do is to create/have a "poser" model with its bones, create the keyframing animation and export both istance and ANM file from the GMT exporter panel. You can find the "how to" in the RF2_TRACK_TECHNOLOGY.PDF. Of course if you made a general animation, not connected with flag rules, you need to force the anim. start with the AutoStart line. IE: Instance=CameraMan_000 { MeshFile=CameraMan_000.gmt CollTarget=False HATTarget=False ShadowCaster=(Static, Solid) AnimFile=CameraMan_IDLE.ANM AutoStart=(1) }
I'm modeling sidetrack cameramen but aren't finished yet. BTW I think there is something wrong in ANM exporter.
Question. Could u model a animation that only plays if there's a restart. My thinking - I wanna model a cone anim that on restarts is in the middle of the track but after the animation is finnished about 10 seconds the cone is on the side of the track
I don't think we have gotten a list of available hooks for animations just yet. That would be one hook we would need though, yes.
Guys, I need some help with corner workers. I did all steps from Tuttle's post but rf2 is crashing all the time on loading screen.
Yes. My animations folder is named "Anims" and I have there all *.ANM (from ISI's track) files in this folder. All dds files in MAPS folder. . . SearchPath=CROFT\ASSETS\Anims . . . Instance=CornerWorker_000 { MeshFile=CornerWorker_000.gmt CollTarget=False HATTarget=False ShadowCaster=(Static, Solid) AnimFile=CW_FLAGDOWN.ANM } . .
I think something in the rig could be broken. Try this; deactivate all your animations with // and keep just the first one (the one in the EG above). Export a CornerWorker from a ISI stock in your track folder and try to load this one (of course with the same name as your SCN recall). I know you'll load the rig in a unknown position...but this could help to target where the problem is...as I think could be a broken animation and/or broken skeleton. Let me know...I'm here for about other 30minutes.. BTW; remember to put all the ANM in your SCN instruction list like this (IMPORTANT!!): Instance=CornerWorker_000 { MeshFile=CornerWorker_000.gmt CollTarget=False HATTarget=False ShadowCaster=(Static, Solid) AnimFile=CW_FLAGDOWN.ANM AnimFile=CW_FLAGHELD.ANM AnimFile=CW_FLAGWAVE.ANM AnimFile=CW_SAFETYCAR.ANM AnimFile=CW_VICTORY.ANM }
Well try putting all the ANM in your recalls. Maybe your rig is calling for a ANM file that isnt in the list...
No mate. I'm talking about this Instance=CornerWorker_000 { MeshFile=CornerWorker_000.gmt CollTarget=False HATTarget=False ShadowCaster=(Static, Solid) AnimFile=CW_FLAGDOWN.ANM AnimFile=CW_FLAGHELD.ANM AnimFile=CW_FLAGWAVE.ANM AnimFile=CW_SAFETYCAR.ANM AnimFile=CW_VICTORY.ANM } You've to point at all the ANM files needed by the rig...
Pretty weird stuff. If you're using a CW from ISI....if you're using proper CW/flags textures from ISI...and if you're using ANM from isi...and the SCN is correct...the crash is really strange. These are untouched things... Now I've to go...maybe I'll try to help you later...hoping you'll find where the problem is before...