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Hyrule Conquest


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Most of my animations seem to working in the engine, however occasionally sometimes my models seem to blink out of existence for a frame, like so:

https://www.dropbox.com/s/vs18kk1itgscncz/AnimBlink1.mp4?dl=0

It's not consistent either, sometimes the same animation plays with no blinking, sometimes it does. Any idea why this might be happening?

 

2 hours ago, stanislas69 said:

The skeleton detection is automatic. So it will look for the one who looks the most like him and use that.

That's pretty handy, less to worry about.

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Mmh not necessarily just add them as child of current bones and make them inherit transforms.

Sorry IRC is not the best thing on my phone :)

I wrote an android app to read the logs though :P

Edited by stanislas69
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12 minutes ago, stanislas69 said:

Mmh not necessarily just add them as child of current bones and make them inherit transforms.

Hmmm, I added prop-bones. One of them worked, though two of them are not working when I load the model up.

bone_head is working, but not bone_Lhand and bone_Rhand. Maybe I did something wrong:

hyl_townguard.dae

 

Does something have to be done in the skeleton.xml file, perhaps?

Edited by The Undying Nephalim
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They do not need to be in the skeleton file as far as I know.

When you say that they don't work do you mean the game does not see them or that the results you get are weird ?

So the bones are named like prop_Lhand  or prop_bone_Lhand?

Are you sure you did not make a typo in the case of the XML file ? Like prop_bone_LHand or prop_bone_lhand.

Edited by stanislas69
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6 minutes ago, stanislas69 said:

They do not need to be in the skeleton file as far as I know.

When you say that they don't work do you mean the game does not see them or that the results you get are weird ?

So the bones are named like prop_Lhand  or prop_bone_Lhand?

Are you sure you did not make a typo in the case of the XML file ? Like prop_bone_LHand or prop_bone_lhand.

The error I get is:
Failed to find matching prop point called "bone_Lhand" in model

They are spelled correctly in the skeleton xml file:

<bone name="bone_Rhand">

<bone name="bone_Lhand">
 

 

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4 minutes ago, stanislas69 said:

I would remove them from the skeleton and see what happens.

Also I can't open this dae on my phone so I can't check the bone names in it.

Removing them from the skeleton xml file doesnt seem to solve it, still getting:

<p class="error">ERROR: Failed to find matching prop point called "bone_Lhand" in model "art/meshes/hylian/hyl_townguard.dae" for actor "hylian_town_guard_b"</p>
<p class="error">ERROR: Failed to find matching prop point called "bone_Rhand" in model "art/meshes/hylian/hyl_townguard.dae" for actor "hylian_town_guard_b"</p>

Here's the skeleton in blender:

anzx9Wt.jpg

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Okay I think I know what's going on.

Can you try to rename the props without the bone_ prefix ? I think the game is somehow getting confused by the names.

Edit: don't forget to edit the XML actor accordingly

Edited by stanislas69
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I have to to know sorry.

Things to try 

-> Add props to skeleton

-> Try prop- instead of prop_

-> Check if you don't have two skeleton files messing with each other

-> Check if you reexported every anims. Maybe something is still cached and messing up. Unlikely.

-> Try with a simple armature to see if something is weird.

-> Recheck bone names match with actors.

-> Leave Stan a few hours sleep so he can try tomorrow :)

Good luck.

If you find make sure to report it here. Anims are the only annoying part of the engine. 

Maybe we should have better error messages. @vladislavbelov

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I've got another question, how do you make arrows vanish in the middle of a ranged attack? I've got the arrow spawning fine:

Spoiler

gf8tS7p.jpg

But can't seem to get it to vanish. I presume it's done in the ranged attack animation file, here's mine:

<variant name="attack_ranged">
  <animations>
    <animation event="0.35" file="HC_biped/biped_hum_archeratt.dae" load="0.75" name="attack_ranged" speed="100"/>
  </animations>
  <props>
    <prop actor="" attachpoint="bone_Rhand"/>
    <prop actor="props/units/weapons/hylian_arrowA.xml" attachpoint="bone_Rhand"/>
  </props>
</variant>

 

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About arrows I'm not sure I think it has to do with decay time but I don't know where it's defined.

About props offsets just offset the prop in blender and apply transforms, so that pivot point is at origin.

You can't do it in XML AFAIK.

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Another prop related question, is it possible to spawn more than one prop per bone? I have a prop attached to a model's root bone, and when they gather resources it spawns a cart at the root bone but removes the original prop that was attached to them. I'd like both to appear at the same time without one removing the other.

EDIT: Also please tell me it's possible to have projectiles fire from a bone of my choosing and not one specifically called "projectile." I really don't want to redo all the skeletons and animations I just spent the last week getting in just because of this detail.

Edited by The Undying Nephalim
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