Models origin...

Posted By: 3run

Models origin... - 10/01/10 19:15

I'm having problem, with bots BBOX.
The problem is, that while playing animation frames, origin is under players feet.
But, by default, origin is in the middle of model.
Look at the picture, first one if default frame, and second is while plating animations.

So after I create model in game, BBOX is under bots feet, looks like he is flying in the air...
Any ideas how to fix this? I tried to change model origin, in animation frames, but there are too much of frames, and I'll need to place all of them, one by one... frown May be there is an other way to fix this?
Posted By: painkiller

Re: Models origin... - 10/01/10 19:24

maybe you san set manually the values of the bounding box
Posted By: 3run

Re: Models origin... - 10/01/10 19:25

I tried, then bot touches ground, but he doesn't turn to player at all... he walks straight ahead... So, I guess that is not a good idea... frown
Posted By: MasterQ32

Re: Models origin... - 10/01/10 19:49

open the model, set animate, select first! frame and move your model up, so the origin is the origin you want
Posted By: jane

Re: Models origin... - 10/01/10 20:04

move in the MED the default frame ("Object"->"Manage Frames")on last position and use "Object" --> "Transform Global" --> Center model.

activate "Animate" go to the last frame(default) and adjust them and
move the dafault frame back on the first position
Posted By: 3run

Re: Models origin... - 10/02/10 09:26

Richi007 -> I've tried before to do, as you said. But, that way, only first frame is at the right position, all next frames still do have different origin from the first (changed) one. Don't know why that happens...

jane -> I can't really get what you mean by default frame... Me, I mean by default frame, when Animate key is not turned on. So you aren't able to animate model at all, and bones are separated from vertexes. The second thing is, that in default (frame or position) origin is in the middle of the model, so there is no need to Center model global, there is no sense... While animating, I'm not able to transform it global frown

I have no ideas left, how to deal with this all...
Posted By: painkiller

Re: Models origin... - 10/02/10 09:43

what about c_updatehull(ENTITY* ent, var frame) ?
Posted By: 3run

Re: Models origin... - 10/02/10 10:03

I've tried that too. Same, no luck frown
Posted By: Pappenheimer

Re: Models origin... - 10/02/10 12:14

There are two solutions left IMO:
A) the model has to be corrected before it gets imported to MED.
B) in MED you erase the position values of the bone that is parent to all other bones. Before you do so, you have to investigate the moves of this bone. Its moves are most probably an 'up and down' in the walk animation. After erasing its position values, the model should have the origin in its middle in each frame. Then you have to adjust its position in each frame.
Posted By: 3run

Re: Models origin... - 10/02/10 12:18

There are 700 frames! And more that 10 models!
That means 7000 frames!!!! Are you kidding?! Do I have to deal with each frame separately?!?!?!
Posted By: jane

Re: Models origin... - 10/02/10 13:03

Attention!!! The following method is just possible with models with 1 skin.

load the model in fragmotion. there is the default-position a seperate
animation. remove the default animation. by exporting to mdl7 the
defaultposition is now the same like the first frame.

after this center the model in MED.

Fragmotion doesnt exports multitextures !!!
Posted By: Quad

Re: Models origin... - 10/02/10 13:25

center model global did not work?
Posted By: 3run

Re: Models origin... - 10/02/10 13:25

Dude, how do I remove default frame in fragMOTION?!
There is no delete available...

Quadraxas, please read more carefully. Problem is, that while playing animations, origin is under models feet. But, in default position (or frame), origin is in the center of the model...
Posted By: Quad

Re: Models origin... - 10/02/10 13:33

is it bone animated or not?
Posted By: 3run

Re: Models origin... - 10/02/10 13:42

Yes, it's animated with bones.
Posted By: Quad

Re: Models origin... - 10/02/10 13:50

modifiying the root bone position on the first frame should move all frames?
Posted By: 3run

Re: Models origin... - 10/02/10 13:53

Should, but doesn't. Only position of the first frame changing. All rest of frames, do not change they positions...
Posted By: Quad

Re: Models origin... - 10/02/10 14:26

would it be a problem for you tp upload the model somewhere? we could try stuff and see if it works
Posted By: 3run

Re: Models origin... - 10/02/10 16:11

Thats the problem, I can't upload it (them) frown
Posted By: alibaba

Re: Models origin... - 10/02/10 16:44

why not?
Posted By: 3run

Re: Models origin... - 10/02/10 16:47

Because, they were bought. They aren't made by me, and I didn't get them for free.
Posted By: jane

Re: Models origin... - 10/02/10 18:06

Sorry, the defaultframe isnt in fragmotion removeable.

Test in fragmotion deactivate position-bone:
doubleclick the first animation, in the Keyframe Editor deactivate the
TranslateKeyList of the first bone.

Is the animation ok, do this by all animations.
Posted By: 3run

Re: Models origin... - 10/02/10 18:30

jane, I can't find TranslateKeyList in Keyframe Editor. Please, tell me where is it.
Posted By: jane

Re: Models origin... - 10/02/10 19:43

In Keyframe Editor select the button "Show Translation Keys" (little circle
and arrow to the right)
Posted By: 3run

Re: Models origin... - 10/12/10 13:34

It didn't help frown Any other ideas? Really need your help...
Posted By: 3run

Re: Models origin... - 10/30/10 17:56

Dose some buddy have any ideas how can I fix this problem?
Posted By: carlpa

Re: Models origin... - 11/05/10 17:06

Export to blender and repair there? Then import to med. Only an idea. Never tried.
Posted By: 3run

Re: Models origin... - 11/28/10 11:01

I have an other solution, may be some one also faced this kind of problems, so thats why I post my idea.
Solution is as simple as the problem grin All you need is just to use black (or whatever) box model with normal origin (will be used for collusion).
And then you need to attach your model (with wrong origin) on it and make it passable. After that you need to make it follow 'black' box, here you can adjust its Z.
And don't forget to make 'black' box INVISIBLE.
Posted By: the_clown

Re: Models origin... - 11/28/10 13:49

Indeed a very stable and common solution, but it creates some new problems: For example, the implementation of hitzones will get much more difficult.
Posted By: Pappenheimer

Re: Models origin... - 11/28/10 13:55

Then use this:
http://www.conitec.net/beta/ac_updatehull.htm

Quote:
c_updatehull(ENTITY* ent, var frame)
Recalculates collision hulls for the given entity to match the vertex positions of a certain frame or of the current bones position . Call this function when you need the collision hull of a certain frame, or when you have applied mesh manipulation functions to a frame.

Posted By: 3run

Re: Models origin... - 11/28/10 15:41

There will be no problem with hitzones wink
Cause I have one good solution for that too wink
Thank you Pappenheimer, I already do use it laugh
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