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Incorrect rotations at export.
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  • emp_BoX
  • Posted: 03 November 2009 02:00 PM
  • Total Posts: 2
  • Joined: 03 November 2008 02:07 PM

Hi, I’ve been having a problem with a rotation incongruity between Mod Tool(7.5) and source. I have a model with a custom rig I made, and it all seems to work fine. The mesh was frozen before enveloping and the rig hierarchy is zeroed out with ‘set neutral pose’. Now when I go to make any basic test animation, for example rotating the parent bone 90 degrees, set the keyframes, looks good in Mod Tool. Export it, compile the model, and in Model Viewer(and the source engine both), the animation plays, but rotates incorrectly, not even in the same plane!

My example is a rat model. I’m doing a very simple test death animation, where the rat, over the course of 30 frames, goes from standing upright, to rotating 90 degrees and ending up on his side. Now in Model Viewer/source, the animation plays, but he rotates from standing upright, to doing a nose dive 90 degrees and ending up with his hind end up, front end buried in the ground.



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  • Cryrid
  • Posted: 04 November 2009 05:23 AM

Do you have a $Rotate command in your .qc file that is offsetting the animation?



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  • emp_BoX
  • Posted: 06 November 2009 11:05 AM

Interesting question. First, I have no such .qc command in the file. I’ve never heard of such a .qc command before. According to developer.valvesoftware.com, no such command even exists. It’s difficult for me to believe that I am the only one to ever have this problem, or that I cannot find a single page or tutorial anywhere listing a similar issue. Anyone with knowledge of existing help topics online would be greatly appreciated.

I have made models in the past that did not contain this issue (in 6.0), and I still have a copy of Mod Tool 6.0 installed. If no solution is affected soon, I will attempt the animation in 6.0. Any relevant discovery pertaining to apparent issues with 7.5 will be reported immediately to (Autodesk).

I keep expecting it to be something as simple as “hey, dork, rotate your parent model object 90 degrees before animating, duh, everyone knows that” or “yo, there’s different version of valve’s XSI addon for 7.5, lol noob” etc… :)



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  • Cryrid
  • Posted: 06 November 2009 01:04 PM

Sorry pal, just you ;)

If no command exists in the qc and the rotation is off, then simply add it to the qc to fix it (it is usually quicker than fixing and exporting). You can rotate the model itself, or isolate the $sequence.

(and for that matter, it’s a wiki. It is by no means complete, and the discussion pages agree. They don’t list the rotate option under their $sequence entry either, even though they still use it on other examples)



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