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Re: Models origin... [Re: alibaba] #342974
10/02/10 16:47
10/02/10 16:47
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
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3run  Offline OP
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Posts: 5,370
Caucasus
Because, they were bought. They aren't made by me, and I didn't get them for free.


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Re: Models origin... [Re: 3run] #342983
10/02/10 18:06
10/02/10 18:06
Joined: Nov 2008
Posts: 216
J
jane Offline
Member
jane  Offline
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J

Joined: Nov 2008
Posts: 216
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.

Re: Models origin... [Re: jane] #342985
10/02/10 18:30
10/02/10 18:30
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
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3run  Offline OP
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jane, I can't find TranslateKeyList in Keyframe Editor. Please, tell me where is it.


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Re: Models origin... [Re: 3run] #342989
10/02/10 19:43
10/02/10 19:43
Joined: Nov 2008
Posts: 216
J
jane Offline
Member
jane  Offline
Member
J

Joined: Nov 2008
Posts: 216
In Keyframe Editor select the button "Show Translation Keys" (little circle
and arrow to the right)

Re: Models origin... [Re: jane] #343968
10/12/10 13:34
10/12/10 13:34
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
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3run  Offline OP
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Caucasus
It didn't help frown Any other ideas? Really need your help...


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Re: Models origin... [Re: 3run] #345911
10/30/10 17:56
10/30/10 17:56
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
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3run  Offline OP
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Posts: 5,370
Caucasus
Dose some buddy have any ideas how can I fix this problem?


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Re: Models origin... [Re: 3run] #346429
11/05/10 17:06
11/05/10 17:06
Joined: Feb 2006
Posts: 52
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carlpa Offline
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carlpa  Offline
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Joined: Feb 2006
Posts: 52
Export to blender and repair there? Then import to med. Only an idea. Never tried.


Researcher & clinician. A6, A7, & A8
First computer a Commodore Pet
Re: Models origin... [Re: carlpa] #348562
11/28/10 11:01
11/28/10 11:01
Joined: May 2009
Posts: 5,370
Caucasus
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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.


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Re: Models origin... [Re: 3run] #348576
11/28/10 13:49
11/28/10 13:49
Joined: Nov 2008
Posts: 946
T
the_clown Offline
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the_clown  Offline
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Posts: 946
Indeed a very stable and common solution, but it creates some new problems: For example, the implementation of hitzones will get much more difficult.

Re: Models origin... [Re: the_clown] #348578
11/28/10 13:55
11/28/10 13:55
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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.


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