Working out new bones/animations

MagnaChem research & development unit.

Moderators: coffeycup, Toshiba-3

Post Reply
User avatar
Toshiba-3
アルカリ (単3形)
Posts: 3937
Joined: Thu Jul 24, 1986 12:13 pm
Location: Belgium/France
Contact:

Working out new bones/animations

Post by Toshiba-3 » Tue Nov 08, 2011 9:47 pm

seems like imported devWAM isn't ready yet...

So here's your bicycle ped :]
It's just to test at the moment, there's only one animation and the model isn't final.
I wanted to check the whole process again and further.

My previous problem was indeed related to pivot orientation. I reset the transformation of each part and it did the trick. There's always the possibility to use REMAPS to switch axis etc but it tends to flip the geometry inside out.
It also seemed to me that C2 doesn't want animations longer than 16 frames [0-15].

You can download the test file here, install like any ped.

Image
Image / carmageddon add-ons at road reaction

User avatar
coffeycup
Genesis
Posts: 3943
Joined: Mon Oct 10, 2005 7:05 pm
Contact:

Re: Working out new bones/animations

Post by coffeycup » Wed Nov 09, 2011 12:45 am

I think file is missing the .BON file(s)
Boner Error : Unable to open file 'bk_riding.BON'
There was only a TXT in the MOVES folder

I'm anxious to try this out, looks cool.

User avatar
Toshiba-3
アルカリ (単3形)
Posts: 3937
Joined: Thu Jul 24, 1986 12:13 pm
Location: Belgium/France
Contact:

Re: Working out new bones/animations

Post by Toshiba-3 » Wed Nov 09, 2011 8:58 am

Geez, what's up with me lately...
I forget the most important part...

I'll update the archive later today, when I get home :sad:
Thanks for the heads up once again.

[edit] I updated the file already after all, you can download again, the BON file is in there :]
Image / carmageddon add-ons at road reaction

Fireman
hit n run
Posts: 118
Joined: Thu May 28, 2009 8:06 am

Re: Working out new bones/animations

Post by Fireman » Wed Nov 09, 2011 1:56 pm

The animation actually looks really great, the only problem at the moment is that it crashes when you dismember it.

The paddling looks great, once he dies he starts spassing out and paddling 10x the normal speed, but that's cool.

User avatar
coffeycup
Genesis
Posts: 3943
Joined: Mon Oct 10, 2005 7:05 pm
Contact:

Re: Working out new bones/animations

Post by coffeycup » Wed Nov 09, 2011 11:19 pm

Hahaha wow! That's geat.
Another 'holy grail' of Carma becomes a reality.
First Maxine's tractor trailer now this!

Yeah, game crashed if I slammed into a biker. But not if I 'killed them softly'.
Though I did knock a bike wheel off (which bled) and game was fine?
Fun stuff.

User avatar
Harmalarm
motorised death
Posts: 1196
Joined: Tue May 13, 2008 3:56 am
Location: Den Haag, Holland

Re: Working out new bones/animations

Post by Harmalarm » Fri Nov 11, 2011 6:42 pm

:grin:

you finally did it man! This is great stuff! You should teach me your secrets some time :wink:

User avatar
Toshiba-3
アルカリ (単3形)
Posts: 3937
Joined: Thu Jul 24, 1986 12:13 pm
Location: Belgium/France
Contact:

Re: Working out new bones/animations

Post by Toshiba-3 » Tue Jun 19, 2012 9:26 pm

Still have this stuff in mind :ssmile:

Image
Image / carmageddon add-ons at road reaction

User avatar
Mastro 666
speed freak
Posts: 645
Joined: Thu Jan 26, 2006 6:24 pm

Re: Working out new bones/animations

Post by Mastro 666 » Wed Jun 20, 2012 8:28 pm

haha That ped looks fucking great, nice job on the textures man.

Post Reply

Who is online

Users browsing this forum: No registered users and 2 guests