Author Topic: what does this mean?  (Read 768 times)

Legacy_ZugothNDeadly

  • Full Member
  • ***
  • Posts: 174
  • Karma: +0/-0
what does this mean?
« on: November 24, 2014, 12:35:48 am »


               
Checking node windserpent_bone_60

The rotation controller for "windserpent_bone_60" is not linear: 'Euler_XYZ'

'Controllers on Keys' Check failed.

Capture_zps500b35a0.png

im trying to copy an existing animation from another game and add it as a new animation


               
               

               
            

Legacy_MerricksDad

  • Hero Member
  • *****
  • Posts: 2105
  • Karma: +0/-0
what does this mean?
« Reply #1 on: November 24, 2014, 01:05:01 am »


               

controllers for nodes come in various flavors and are used for different animation needs. NWN exporters prefer doing business with linear types. There are two options I know of which do not involve a lot of typing, and those are shown in the image below. One comes with NwMax and other comes with VelTools. They should both convert input controllers to the linear type, ready for export via NwMax.


 


DRYc9Jr.png



               
               

               
            

Legacy_ZugothNDeadly

  • Full Member
  • ***
  • Posts: 174
  • Karma: +0/-0
what does this mean?
« Reply #2 on: November 24, 2014, 01:59:48 am »


               

now im getting these errors when i added the skin mesh to the model, there wasn't any sanity check problems


Capture2_zps5f26cec9.png


Capture3_zps3bb1c081.png


Capture4_zps8d30ac15.png


Capture5_zps948eba53.png



               
               

               
            

Legacy_MerricksDad

  • Hero Member
  • *****
  • Posts: 2105
  • Karma: +0/-0
what does this mean?
« Reply #3 on: November 24, 2014, 02:37:22 pm »


               

Not very descriptive is it? Don't you love that?


 


Here's a short list of crap that can throw in the toolset:


 


  • Shadow errors (far too many to describe) caused by skinmesh issues

  • Too many bones in a single skinmesh (various model types accept different bone counts)

  • Too many bones affecting a single node (should have thrown an export error)

Edit:


 


Perhaps if you screen shot the model hierarchy that might help determine some more details. Or run it through cm3 to see what it says. There are far more bug checking details packed into that beast of a program than I care to discuss here '<img'>