LarryG on 14/8/2017 at 21:41
Yes. I added a motion schema (below) to go with the zomdance_lp.mi and zomdance_lp.mc which I put in my Motions directory. I then rebuilt the motion database.
Code:
schema Conv 72A
MType GroundAction
TimeScale 0
XYZScale 0
motion zomdance_lp 4 500
Does the conversation name need to be all numeric maybe? But it didn't throw an error when I built the db ...
No errors other than those noted above which I now don't worry about
Code:
MakMDB Version 1.0 by Shadowspawn
Reading Torso information
Reading Motion groups
Reading Motion Tags
Unable to find file bowFlex_.mc in Motions directory. Writing blank entry!
Unable to find file camSynch_.mc in Motions directory. Writing blank entry!
Unable to find file bowFlex.mi in Motions directory. Writing blank entry!
Unable to find file camSynch.mi in Motions directory. Writing blank entry!
Quote Posted by R Soul
Edit: I was able to get pdrdance into Blender by opening it in motedit and then saving without any changes.
Does this mean you may be able to get him dancing at floor level? That would be great.
R Soul on 14/8/2017 at 22:35
Yes, and it's looping too:
(
http://catmanofiowa.com/RSoul/pdrdance_lp.zip)
However, it's quite possible you'll have the same trouble with this. We won't know until you try it. I don't know how the game treats motion schema names, so try using the form Conv 'number' and see what happens.
A couple of other things:
* There's no technical difference between a looping motion and a non-looping one, in the same way that a seamlessly tiling image is just an image.
* A useful feature of the motion editor is the checkboxes. E.g. selecting 'left footfall' for a frame will make the game play a footstep sound at that point in the motion.
* The dancing zombies in Framed were done by sort-of overriding the walk motion with dancing, and giving them a TrolPt to go to.
No wait, that's three things.
LarryG on 14/8/2017 at 22:35
I was trying the DromEd motion editor (motedit at the command window). That lets you test a .mc using any AI to see the motions. But I couldn't figure out how to edit the frames to blend the last few frames into the beginning ones. motedit.exe is much harder to visualize what is going on. It doesn't look like there is a teleport there, but there is. So it doesn't seem to be playing the motions the same way that DromEd does.
Edit: Using all numeric values seems to ve the key for CONV,
prdance_lp is great. The transition from last frame to first frame is seamless and the AI stays in one place dancing.
zombdance_lp is less sucessful. The transition from last frame to first frame is seamless, but the AI wanders forward with each repeat of the motion. I guess it could be useful for an AI wandering across the dance floor. Maybe that's why they had the AIs patrolling while doing it.
In any event, thanks bunches!
PinkDot on 16/8/2017 at 22:01
Good to hear R Soul managed to do the fixes. I'd like to try giving a shot to the remaining motion, since it should be straightforward in a dedicated animation software - you just create another animation layer and fix their feet to the ground using IK or add correction to the pelvis position and blend it with the original motion. I've been too busy this week though and will be off for the next one, so hopefully it's not too urgent...
PinkDot on 2/9/2017 at 09:18
I finally managed to find a bit of time to look into it. Here's a fixed version of the zomdance motion:
[video=youtube_share;zDD3CqBWIK0]https://youtu.be/zDD3CqBWIK0[/video]
He looks smaller now, but it's just his butt moved down, so the feet can get planted, instead of floating dead in the air. The motion also is played twice faster, as the original was very slow. It loops seamlessly now. (you can loop youtube videos by right-clicking on them and choosing an option to loop, in case you didn't know (I found it out something like 2 minutes ago...)).
If you're still interested, I can export it for you. (Just need to do a fix or two to the exporter, as currently it's not compatible with Animation Layers. Actually it was my first time I ever used animation layers in 3dsmax... )
LarryG on 2/9/2017 at 14:33
Very cool, yes. Thank you.
LarryG on 3/9/2017 at 10:00
Thank you!