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Standing Animation Problem


fire-1-up
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I edited ped.ifp in 3ds max 9 with Kam's scripts using player.dff, and replaced idle_stance with IDLE_HBMB, after selecting all bones and setting keys. Most of the animation looks good, but at the very beginning of the stand he shrinks down, and either shrinks down or balls up when doing anything from the standing animation. for example, if jumping from a stand still, he balls up, if jumping while running or walking, it is fine. here are some pictures and examples.

 

Standing (normal)

user posted image

 

Standing (beginning) he’s all shrunk down

user posted image

 

Jumping, he’s all balled up

user posted image

 

Standing (normal)

user posted image

 

Hanging, balled up again

user posted image

 

Aiming Weapon, shrunk down, partially balled up

user posted image

 

Any help with these issues and any San Andreas animation advice in general will be greatly appreciated. Thank You for your effort.

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  • 3 years later...
smallcombe

Yes I know this is an old topic but I have notice many people still till this day asking the same question with out much luck. this person obviously went through some effort posting this topic and I also have the same problem.

 

I'm not 100% sure what the problem is but I believe it might have something to do with moving frames during the animation. Going through the animation topics I did find some intersting posts:

 

Goin-God

 

"*Do not use Scale.

*You can use Move and Rotate with the Root/Normal.

*Never Move other Bones, only use Rotation."

 

Frank.S

 

"It is caused by the animation containing movement and/or scale keys at keyframes other than keyframe 0.

Keyframe 0 can contain movement and rotation keys but all other keys should only be rotation keys."

 

SwedishMafia

 

To avoid wrongly pointed bones, keep the first and last keyframe assigned to all bones (except jaw and brows, later note) after importing an animation. Then you can change length of the anim and everything between start and stop (you can change those to but don't make new start and end points).

 

ONLY move the root bone (ripped, fat or normal for player models) and rotate the rest (no matter how, there are no programmed limits).

 

IMPORTANT: Make sure the jaw and brow bones have assigned keyframes. Otherwise your face will look f*cked up unless another animation is assigned to it, like answering a question on the street.

 

 

The only bones I have moved is the pivot which moves the whole mesh and I have moved it from key 0 and numerous times till the end of the animation. The animation runs fine but when the animation changes too the next animation it corrupts and rolls into as ball/mess like the pictures above.

 

If anyone has the same problem of any leeds to what it could be please post here.

 

I'm going to play around with the animations and see if replacing some key frames like 0 might fix it.

 

*EDIT*

After some tweaking of the animations I did notice all gta animations (un edited) have something in common. all bones have a move frame (red/green) added at 0 and key frames after 0 only consist of rotation frames. The only bone that moves through out the animation is the root bone. although some of my custom animation.

 

Most of my custom animations follow this workflow but I notice some of them do not. The problem is some animations that glitch do follow this workflow. What also throws me off is the animation works fine in game but its other animations after the custom animation plays that collapse's on its self and rolls into a ball like figure like there's is something wrong with the root bone.

still kind of puzzled anyway here's some pictures to explain better.

 

working animation

user posted image

 

Custom animation

user posted image

 

 

 

I have uploaded zombie Ifp and 2 data files, If anyone would like to download and try in game to see what I mean and or try in 3dsmax to see if they can resolve the issue that would be much appreciated. simple download extract and copy the anim and data folders into your gta directory, make sure you back up your gta folder first.

 

Note: There is more then 1 zombie animation/group please read the animation group text file included to know how many different types of zombie animations and which animations have been changed.

 

Animation package download - Click Here

 

Short Movie clip example -

Edited by smallcombe
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Ok Guys I know what was wrong and how to fix the problem now, so if any one else if having animations that deform simply go by these simple gta animation rules (as frank.s, goin-god and SwedishMafia said)

 

*Do not use scale

*Frame 0 EVERY bone should have a move frame added to it

*every bone except the ROOT bone should only be rotation after key frame 0 and should have a frame at the end of the animation

*the root bone can be move/rotation (this bone is that moves your character)

 

if you find that you have a animation and bones besides the root bone have move animation applied, what I did was (in 3ds max) select angle snap toggle so when I rotate a bone it will snap to points. I deleted the move frame then in auto key mode I rotated the bone (or bones) and then rotated it back to the same position creating a rotate frame where the move frame used to be.

 

Took some time going through all my custom animation (over 25) and checking the root bone and other bones to make sure they all had ending keys and no move bone but its works biggrin.gif

 

Hope this topic helps any other people with animation problems. icon14.gif

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