Wintermute Engine Forum
Wintermute Engine => Bug reports => Topic started by: Yakuzza on October 25, 2012, 12:02:44 PM
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Hi i'm having this major issue with 3d characters animation using WME1.10.1
before looping back to frame 1 character switches to T pose.
example is in the video.
http://www.youtube.com/watch?v=M98v4ftt8bw&feature=youtu.be
Same thing happens with TalkAnimName animations
Is there any known workarounds?
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Am I the only one experiencing the bug?
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Are you sure that it's not a problem of the animation itself?
Another thing, have you checked that the animation is set "LOOPING=TRUE" inside the actor definition file?
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Yeah I'm pretty sure.
Animation looks right in the 3ds.
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An the "LOOPING=TRUE" inside the actor definition file?
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its set to TRUE yeah.
I think this is engine related bug. Now if somebody could confirm it
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Hi.
I also had this problem.
When the character custom animation was done and wanted to switch to idle animation. Initially switches to T-pos, then the animation will change.
I'm very grateful if someone could help us!
Thanks.
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Finally someone who's expiriencing the very same problem.
Now if there's any solution for that?
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Mnemonic can you confirm it as a bug?
If so will it be fixed?
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Still bumping it
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I had the same issue before, not sure if it was a bug. I think I fixed it by just adjusting the frame count on the animation or something by one frame.
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add one moe frame at the end you mean?
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bump
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still bumping it
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I have little experience in 3D actors
actor3d the file can not change
ANIMATION
{
NAME="death"
LOOPING=TRUE
}
for
ANIMATION
{
NAME="death"
LOOPING=FALSE
}
??? :o
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I have little experience in 3D actors
actor3d the file can not change
ANIMATION
{
NAME="death"
LOOPING=TRUE
}
for
ANIMATION
{
NAME="death"
LOOPING=FALSE
}
??? :o
i'm not sure what you mean but it's all correct in actor3d.
It's a bug.
I would love for Mnemonic to confirm it though.
It would be also nice to know if there's any chance for it to be fixed
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I have little experience in 3D actors
actor3d the file can not change
ANIMATION
{
NAME="death"
LOOPING=TRUE
}
for
ANIMATION
{
NAME="death"
LOOPING=FALSE
}
??? :o
actor3d is the file type <name_actor.actor3d>
The next property is called LOOPING. It specifies whether this animation loops or plays only once. Some 3D modeling packages can export the "looping" information directly to X files, some can not. In the latter case you will need to specify the LOOPING property in the actor definition file.
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I have little experience in 3D actors
actor3d the file can not change
ANIMATION
{
NAME="death"
LOOPING=TRUE
}
for
ANIMATION
{
NAME="death"
LOOPING=FALSE
}
??? :o
actor3d is the file type <name_actor.actor3d>
The next property is called LOOPING. It specifies whether this animation loops or plays only once. Some 3D modeling packages can export the "looping" information directly to X files, some can not. In the latter case you will need to specify the LOOPING property in the actor definition file.
thank you but as i said it's not the case
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I bet on badly exported animation. I used this all the time and never get this problem. You probably exported one (or more) frames than the actual animation consists of. It's not WME bug but rather poorly exported animation in my opinion.
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You could change the number of frames in hold?
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I bet on badly exported animation. I used this all the time and never get this problem. You probably exported one (or more) frames than the actual animation consists of. It's not WME bug but rather poorly exported animation in my opinion.
Character has no other animatio in it's MAX file except that one. So it just can't be poorly export.
And as PetaGames said there's this bug also
When the character custom animation was done and wanted to switch to idle animation. Initially switches to T-pos, then the animation will change.
I experience it aswell
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To work around this problem why not try a file.x concerned with only the animations without having any tpose.