Weapon Reload Anims


(KillerKind) #1

OK, I’ve just started on custom reloads for my mod and there seems to be a problem exporting animation keys with the 3D Max “Pop N Fresh” MD3 export plugin.

For example, here is the mp40_hands.mdc imported into Max…

Now, here is the export prompt showing that I have exported 22 frames of animation…

And finally, here’s the new MD3 file imported back into Max…

As you can see, none of the frames have been saved and there is no animation. Anyone care to explain what I’m doing wrong? Or is it that the export plugin is not functioning properly?


(digibob) #2

Doesn’t the 22 mean you want to only export frame 22? I.e. you’d need to put in something like 0-22, i’ll check with one of our artists tomorrow.


(No1_sonuk) #3

Hmm. That would be “conventional”, Digibob.


(KillerKind) #4

Doesn’t the 22 mean you want to only export frame 22? I.e. you’d need to put in something like 0-22, i’ll check with one of our artists tomorrow.

Thank you digibob, that is exactly what was wrong.


(KillerKind) #5

Actually, “0-22” doesn’t work properly.

Using the mdc export the animation is there, but it’s all in 7 frames.

Using the md3 export it creates 33 frames, and the animation is all in the first 7 frames.

Is there another setting which needs to be used? Something like ticks per frame, or frames per sample?


(KillerKind) #6

:bump:


(bacon) #7

Why don’t you just email pop 'n fresh?
pop_n_fresh@telus.net


(bacon) #8

Why don’t you just email pop 'n fresh?
pop_n_fresh@telus.net


(bacon) #9

EDIT: for some reason it submitted 3 times and there’s no delete option :confused:


(KillerKind) #10

Hrm, true…I just thought SD might be more able to help, since I’m modifying their game. It’s a shame SD didn’t release their own MDC/MD3 export tools.


(digibob) #11

We, er, used pop’n’fresh :slight_smile:

I’ve checked with Frankie, but he can’t remember the exact syntax for is, as he hasn’t really used it much, but we know a man who will do, just need to find him first. Afaik, we didn’t export anything to mdc though, only md3.


(KillerKind) #12

Well, I think the problem is with the mdc and md3 import max scripts. I found the md3 import script I was using, beta 0.1, had been updated to v1.0. Seems the beta version would scale the animation in time, making it appear shorter than it actually was. More information on Chris Cookson’s site - http://mojo.gmaxsupport.com/index.html

I’m thinking the mdc import script has the same bug, because in the weapon.cfg it says there are 48 frames for the mp40 reload and only 22 show when imported. Anyway, the solution is to create new anims from scratch, rather than to modify existing anims.

Many thanks for you help digibob! It’s nice to receive such great support from the devs, something I’ve never experienced modding moh.


(RR2DO2) #13

Don’t bother with MDC, just use MD3. The small gain of memory doesn’t weigh up against the increase in CPU time required.


(KillerKind) #14

Thanks for the tip RR2D02. I used MD3 for all the models anyway, as the MDC export doesn’t seem to work properly.

Anyway, custom weapon anims should be finished in a few days. Now if I could only get ahold of the MDM tools, then I could get my chopper pilot and Viet Cong soldier player models in game. :wink: