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Exporting an animation to source?
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  • Total Posts: 7
  • Joined: 14 July 2010 03:28 PM

Hello! I just registered here since I can’t find any help elsewhere. I need an in depth tutorial on how to make an animation and then export it to source. I know how to make a basic model, texture it, and make a physbox. I know how to export those parts into the source engine. But every animation tutorial I come across only covers things like rigging (which doesn’t always work for me either!). Today I made my first successful animated model and got it into source. The problem is that I have no idea how and why it’s not working for my new model.

Thanks in advance. :)



Replies: 1
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If you want a full in-depth tutorial, you might want to consider checking out the Noesis Interactive training dvds.

Otherwise, I can’t recall skeletal animations giving me any troubles. Exporting is the same (just switch the smd exporter to skeletal), and make sure the .QC file references the animations as well (http://developer.valvesoftware.com/wiki/$sequence)

What’s the problem you have when you export the model and animation?

Author: Cryrid

Replied: 14 July 2010 10:46 AM  
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Well, before when I tried to export an animation I got nothing except for the position of the model in the last frame. So when I switched to that animation in hammer it basically just jumped from one pose to another. Then I heard somewhere about using the set-envelope thing. And then it worked! but that was for my door model with only one bone going up and down. Now I want to make a platform attached to an arm. It’s got 2 chains. One with 2 bones for the arm, and one with 1 bone for the platform itself. But when I’ve set my envelope for all the pieces to the right bone I can’t figure out how to export it right. I can’t export the mesh for some reason. The only thing I get out of it is a small cylinder that deforms with the animation (might have to do with the “freeze M” button but I don’t know if I can still use that after I’ve rigged my thing). And I have no idea how to specify what part of the animation I want to export. Like if I only want to export the first frame as an idle animation.



Replies: 1
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Always have it enveloped to the deformers/bones used. I’m not sure if the bones all have to be in a single hierarchy, but if they aren’t already you might want to try that (wiki says they require one, so perhaps this is the case). Freeze M is safe to use, it’s the normal freeze button you want to avoid (it will get rid of the envelope).

I’m not sure if there’s a way to specify a single frame to export (been a few years). If you wanted the first frame of an animation to serve as an idle, perhaps you could create a new sequence for it in the qc that plays at 0 fps.

Author: Cryrid

Replied: 14 July 2010 02:56 PM  
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But in what order should I do everything? Should I just make my mesh, rig and animate, and then export all the pieces (ref/phys/animation) or should I make my mesh, export it, then rig and animate, and then export that etc? Because, right now I can’t even export the mesh of my model for some reason, I get nothing in the game. I have no idea why. Before only one piece of a cylinder exported and now nothing of the mesh exports… This is messed up…



Replies: 1
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Make the mesh (make sure it is all one object), make sure it has a texture projection, and then rig it (I think it needs at least 1 bone in order to export). You can export this as the idle, and then begin animating and exporting the animation smd afterwards.

Author: Cryrid

Replied: 15 July 2010 07:07 AM  
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I’ve been playing around in xsi a bit now and it seems that if I make a platform, rig it (with like on bone) Animate it, etc. And then export it all. The mesh only exports if I use the freeze M and if I freeze all transforms. (This is what I’ve always done before I tried animating my models). but the reason why I didn’t freeze all transforms before was because my model get’s completely deformed and stuff. It get’s either very thing or all parts gets separated etc. And when you say that the mesh must be one piece (you said that right?) I figure I have to merge the model right? But when I try to envelope the polymesh to the bones it get’s all stretchy and stuff. I’ve heard something about weightpainting but 1. I have no idea how to use it properly, 2. when I do try to use it, it just gets worse.



Replies: 1
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Yup, you’ll want to merge them together.
As for the weight painting, when you first apply the envelope a little PPG window with a slider should pop up.
auto_weight.jpg
The default value is 2 which works well for organic models, but for something like a platform you’ll probably have better automatic results with an initial value of 1.

This touches on weighting a little: http://developer.valvesoftware.com/wiki/Rigging_in_XSI
I prefer to use the weight editor (ctrl+e) over painting.
weight_editor.jpg
With that open you can just select the verts on the model, and tell it how much influence (in %) each bone has over it. Since you have a mechanical object, you only have to make sure the correct bone has 100% over the vert.

Alternatively, once enveloped, you could select the verts you want controlled by a certain bone, switch to the green Animation toolbar (shortcut key is 2) and go to deform--envelope--reassign locally. Then select the bone you want to control it, and voila.

Author: Cryrid

Replied: 15 July 2010 10:34 AM  
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Sounds great thanks :). I will try it out tomorrow though. It’s getting quite late over here. Thank you so much, I will continue to ask questions here if I run into more problems :)



Replies: 0
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Thank you! I appear to understand it now :D The only question I have now is, how do I make an animated physics model?



Replies: 1
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That I have no experience with, sorry : /

Author: Cryrid

Replied: 16 July 2010 01:30 PM  
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Ok then, well thanks for all the info anyway! Really appreciate it! Now I can finally get on making things in source I never could’ve imagined before… I can make… Like.. portal 2 platform arms and stuff!… awesome…



Replies: 0