Animation export problem

Discussion in 'Track Modding' started by DimmG, Feb 28, 2022.

  1. DimmG

    DimmG Registered

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    Hi

    I have some problem with animation, maybe somebody can help me with advice.
    I create animation for car-object to drive it on the highway near the track. I followed to some tutorials and make animation in this order:
    1. Put the bone and a car in 0,0,0 in the different scene and made animation in 3dsmax
    2. Selected the car object like a root node
    3. Selected the bone and export anm file
    [​IMG]
    4. Grouped the bone and the car-object and merge the group to the main scene
    5. Put it in the right place (in 3dsmax the animation works correct)
    6. Set object’s properties in the GMT exporter and make gmt
    [​IMG]
    7. Added object to the scn
    Instance=car_001
    {
    Moveable=True
    MeshFile=car_001.gmt Deformable=True CollTarget=False HATTarget=False
    AnimFile=CAR_001.ANM AutoStart=(1) PlaybackRate=(0.20)
    }​
    8. In viewer and in rf2 the car moves wrong. Position and moving direction are not as in 3dsmax.
    [​IMG]

    What I miss or do wrong?
     
    Last edited: Feb 28, 2022
  2. redapg

    redapg Registered

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    I only have made a lot of Wiper Animations, so i can only guess some Things.
    Have you made "Reset XForm" for the Car, before you started to create the Animation and set the Cars Pivot Point to 0,0,0 then?
    Do you use 2 Bones?
    If not, try it out.
    Use 1 Bone positioned at 0,0,0 and leave it there and the other Bone to move the Car.
    And give 1 of the Cars Vertices a Weight of 0.1 to the at 0,0,0 positioned Bone.

    And in the Exporter Rollout, you should not check the Tag "Move" for such an Animation.
    Maybe you try at first, to export the Mesh without the "Move" Tag, maybe that helps already.

    And to tag the SCN Entry with Deformable=true is not necessary, i guess.
     
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  3. DimmG

    DimmG Registered

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    Thanks but I did everything from zero:
    1) Reseted XForm
    2) Added second bone and set weight 0.01 to it, first has 1.0. They are unconnected.
    3) Exported ANM file
    4) Grouped bones and mesh
    5) Merged to the main scene and placed the group
    6) Ungrouped and export mesh without "move" and "deform"
    7) Fixed SCN
    Instance=car_001
    {
    MeshFile=car_001.gmt CollTarget=False HATTarget=False
    AnimFile=CAR_001.ANM AutoStart=(1) PlaybackRate=(0.20)
    }
    8) Opened Scene in 3DsimEd - animation works correct
    [​IMG]
    9) In rf2 not
    [​IMG]
     
  4. redapg

    redapg Registered

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    @DimmG Would you mind to send me a max Scene File that contains the Bones and the Car that you use, by a private Conversation?
    I would like to try it out, because i have not made such an Animation yet and i can also learn, by trying to fix the Problem. ;)
     
  5. DimmG

    DimmG Registered

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  6. redapg

    redapg Registered

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    @DimmG I will try it out Tomorrow and hopefully will be able to find the Problem.
     
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  7. Coutie

    Coutie Moderator Staff Member

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  8. DimmG

    DimmG Registered

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    It moves incorrect from 0,0,0 too. Squares it is a path from 0,0,0 and car far from it.
    [​IMG]

    In 3DSimED it looks correct
    [​IMG]
     
    Last edited: Feb 28, 2022
  9. Coutie

    Coutie Moderator Staff Member

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    In the instance rollout in the exporter, way at the bottom, did you select the animation there? In the file you uploaded, it doesn't look like you did. Try to do that and see if it changes anything.
     
  10. DimmG

    DimmG Registered

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    Did you mean this rollout?
    [​IMG]
     
  11. redapg

    redapg Registered

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    Hello @Coutie
    @DimmG I did have some Time now already and get the Car moving on the Surface.
    But i have made a new Scene with Joesville and i now have a Problem that the Car don't moves the whole Way.
    Can you upload the Part of the Track, where the Car shall move too?
     
  12. DimmG

    DimmG Registered

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    Oh really thanks, here are the hill and bridge in the scene. The car is on the start position and then it should move on the hill.
    [​IMG]
    https://www.mediafire.com/file/b3su92l8zxf2yoj/bridge_and_hill.7z/file
     
  13. Coutie

    Coutie Moderator Staff Member

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    No, further up, where you pick it, and it'll assign it to the object.
    Untitled-2.jpg
    @redapg
    Edit: I looked at the last thing I animated like this, and that is the only difference.
     
    Last edited: Feb 28, 2022
  14. redapg

    redapg Registered

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    @DimmG I think i get it working now.
    Please try it out.
    Note: the Animation is only the start and the end Position, so the Car don't follows the proper Way now.
    If it works for you too, you have to move it to the right Positions between start and end.
    And i had to edit the export Pathes and the greycar.dds is for the used Car.
     

    Attached Files:

  15. redapg

    redapg Registered

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    @DimmG I did overread that you use 3DSMax2017 and i use 2021, so you can not open my uploaded Scene File.
    Below i have uploaded the from me exported Mesh and Animation, that you can test it.
    I have again loaded your car_anim2bones.max Scene now and here is what you have to do to get it working too.
    (At least that is what i have to do to get it working here)
    -Select the Car, do the Reset XForm again and collapse it, that also the Skin Modifier gets lost.
    -Set the Pivot Point of the Car to 0,0,0 again
    -add the Skin Modifier, add the 2 Bones, select the BoneCarww Bone, open "Edit Vertices" and check the "Vertices" Checkbox.
    -mark ALL Vertices and give them an Abs. Effect of 1.0
    -now select only 1 Vertice, open the "Weight Table" and let it display only selected Vertices.
    -click and hold into the Cell of the Bone001 and move the Mouse a little bit, that the 0,000 Value changes, then edit it to 0,001 and hit Enter.
    The BoneCarww should have a Weight of 0,999 then.
    Close the "Edit Vertices" Dialog.
    Now the Animation should work but is at the wrong Position, of couse.
    BTW I would suggest to create the Animation where it has to be in Game later.
    What now should work is this:
    Export only the Animation from this Scene, before you move it to the proper Position.
    Then move it to the proper Position, set the the Pivot Point of the Car Mesh to 0,0,0 again and export only the Car Mesh.
    Never collapse the Skin Modifier.
    The car should be moved properly now.
    (i haven't tested it, but it should work).
    If you still have Problems, report again here.
     

    Attached Files:

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  16. DimmG

    DimmG Registered

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    @redapg

    I tried your gmt and anm and it work quite normal! Many thanks. I'll try to follow your steps now.

    btw how to add link to the member here? )
     
  17. redapg

    redapg Registered

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    OK and as said, if you still have Problems, report again here.
    And you already know how to link a User, as it seems, right?
     
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  18. DimmG

    DimmG Registered

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    @redapg
    Fantastic! Thanks a million. These are key moments that I missed.
     
    Last edited: Mar 1, 2022
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  19. redapg

    redapg Registered

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    You are welcome.
    I'm just about to record a Video Tutorial about it, but at first i have to win a Fight with my Headset Microphone. :D
     
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  20. DimmG

    DimmG Registered

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    Is animation limited with 300 keyframes in rF2?
     

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