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Author Topic: Problem with models of Tera Online bones and animation  (Read 9181 times)
piper12345
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« on: September 20, 2012, 23:24 »

Hi Guys!

Everything was fine until an error occurs in animation, Character like something is holding it wrong, but it's probably a problem with the skeleton.

And there are strange changes:

In AnimaSet folder appeared config file, with the same name as the animation, with text:

[AnimSet]
bAnimRotationOnly=1

[UseTranslationBoneNames]

[ForceMeshTranslationBoneNames]


SkeletalMesh folder renamed to SkeletalMesh3

Note: Once appeared in the file "Notifity" Strange skeleton, check bone...
I know that Gildor says it is not an error but that was not previously in these models, before the models and animations were normal, and now every model has this problem

sorry for my bed english
Help Please
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Gildor
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« Reply #1 on: September 21, 2012, 10:04 »

Simply ignore these messages.
config file is used by Max's ActorX importer to make some additional tuning, this file holds information which is not suitable to be placed into psa file.
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piper12345
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« Reply #2 on: September 22, 2012, 01:49 »

Okey ... but still I have a problem with animation. screen problem:
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Gildor
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« Reply #3 on: September 22, 2012, 10:15 »

What's the problem? Incorrectly attached weapons?
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piper12345
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« Reply #4 on: September 22, 2012, 22:49 »

But these models had the weapons right from the start, UModel exported models with a weapons already connected to the bone.
A problem is that:
Whatever keeps character animation. Or cross the hand or fly over head
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Gildor
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« Reply #5 on: September 23, 2012, 11:03 »

Animations and meshes are exported "as is" without any modification on the umodel size. So you're seeing exactly what designers made.
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piper12345
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« Reply #6 on: September 23, 2012, 12:26 »

I know it... about three months ago, I did call it "UModel test" and then everything was Excellent! And now, at the current time, all the models have some errors with animation
I did the test I took the model with Umodel Test, and  exported the same model of GPK file:



How can I get a good result in animated such as three months ago?
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Gildor
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« Reply #7 on: September 23, 2012, 17:39 »

Probably you worked with older version of ActorX Importer. Try playing with "Translation mode" option when loading animation.
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piper12345
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« Reply #8 on: September 26, 2012, 23:30 »

Thanks! Smiley
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xbeton0L
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« Reply #9 on: June 10, 2013, 22:29 »

Just to add to the conversation (as I'm also having animation issues with TERA) a good thing to help avoid issues when importing animations is to use Position and Orientation constraints on the bones of items attached to your character model.

In such a case of the hammer and 3ds Max, attach the root bone of the hammer model (if it's from TERA, it should start with "Dummy_" something. Be sure to check your hierarchy.) to one of the hand bones using both constraints. If the bone does not properly align, it helps to create a new helper object (Point or Dummy objects) and parent it to the hand bone of the character, then use constraints to align the hammer to the helper object. Positioning and aligning the helper object will then allow you to place the hammer as you see fit.
« Last Edit: June 10, 2013, 22:32 by xbeton0L » Logged
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