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SPASKIS
04-22-13, 08:46 PM
I am trying to reuse the cornerworkers from original ISI tracks but i can't get them moving.
This is what I do:

1) I Isolate the cornerworker with 3dsimed.
2) I center and orient the object.
3) I export both the textures and the gmt into a "gmt xpack" folder.
4) I add the object to the scn (menu primitives)
5) I reload the textures after exporting them previously into the track folder
6) I copy the structure of the instance from the original track scn file and duplicate it in the new track scn
7) I include the original ANM files into the track folder

However the object does not animate :-(. Can anybody help?

Radar
04-22-13, 10:15 PM
I don't do any of my work in 3Dsimed (as I'm using 3Ds Max). I do have and purchased the lastest and have used many times in the past / very familiar with how it works..

So at a guess, the only advice I can give / can advise you look at with the model, is to ensure the model has the instance of animation with the sequences of that animation.

Open the ISI corner worker, and copy the sequence numbers it uses (you should see this seq info towards the mid to bottom on the info within 3dsimed)

It does sound like you have missed the sequence for the model, it's only static at this stage until you change this.

Animation seq (0,1,2,3,3,4) for example.. (as I said, use the same sequence numbers set with the model that is already working)..

SPASKIS
04-23-13, 08:37 AM
I am sorry but i cant find any reference to animation sequence within the object properties of 3dsimed.
Materials do have an animation property and in some materials like cornerworker flag, startlights,..have them activated.

However nothing for the object... :-(
I guess they are not supported by 3dsimed

Tuttle
04-23-13, 02:37 PM
Texture and rig animations are different stuff. First one just needs the Animation Seq in the mat property, the second needs a proper rig structure, with bones/skeleton and a full animation compatibility in the software you're using to manage/export your cornerworkers. As far as I know, 3dSimEd does not support rig animations for rF2, so I guess you're losing the entire rig structure (bones) during the export process, creating static models without any connection with ANM files.

SPASKIS
04-23-13, 03:50 PM
Texture and rig animations are different stuff. First one just needs the Animation Seq in the mat property, the second needs a proper rig structure, with bones/skeleton and a full animation compatibility in the software you're using to manage/export your cornerworkers. As far as I know, 3dSimEd does not support rig animations for rF2, so I guess you're losing the entire rig structure (bones) during the export process, creating static models without any connection with ANM files.

My concerns were true.

However, let me see if I have understood it...

1) If I open the original cornerworker instance with 3dsmax
2) Then move it and rotate it to the position of the track where it goes-
3) Finally export the gmt of the relocated object.

Would it keep the references to the ANM which I would maintain?

Tuttle
04-23-13, 04:20 PM
Yes, the basic procedure is correct but you've to keep a bit of attention when you're managing/moving/cloning animated stuff as it's pretty easy to "broke" the rig during standard operations.

These are major steps I suggest you to follow:

1) Import as a merge one ISI Marshall into your scene;

2) Press Z to zoom to your Marshall;

3) Be sure you selected the Marshall instance and all its own relatives Bones/Root;

4) Move/Rotate this stuff as you like into your scene: Take care when you rotate Marshalls and be sure you're keeping a correct object pivot point center (this is one of the most important rules to avoid a bad multi-element alignment, like radio--->hands--->headphones etc..);

5) To export the Marshall object you've to select ONLY the model instance and let its own Bones/Root unselected;

6) SCN: Put a progressive number after the underscore in the instance name. ***BE SURE*** to not jump/skip between numbers (IE: CornerWorker_000, CornerWorker_004 etc..);

7) Open a ISI animation MAS (IE: Belgium_Anims.mas) and export all those files into your ANM folder (be sure to point at this folder in your SCN);

8) To clone a marshall select the instance and all its relatives Bones/Root and copy/paste. Go to point 3 to move your new Marshall;

9) When you export clones BE SURE to check the option in the GMT exporter "Fix Bone Names" to correct the numeric suffix in bones;

10) If you want to manage a Marshall object (IE: to change textures and/or separate the two Corner Workers) pay attention to uncheck the Skin modifier before touch your Edit Mesh/Poly and be sure all polys are selected before reactivate the Skin Modifier.

Hope this helps. :)