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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »WTF! Seriously, I've followed all the tutorials and STILL can't fix it

Author Topic: WTF! Seriously, I've followed all the tutorials and STILL can't fix it (11 messages, Page 1 of 1)
Moderators: Dennis

Halo CE Noob Modder117
Joined: Aug 9, 2018

Can we just be friends? Chill my dudes...


Posted: Jan 12, 2020 08:16 AM    Msg. 1 of 11       




Look at that! Why is that happening?!

It's amazing how I got my custom bipeds in-game! The only RUBBISH that ruins it is whatever the hell is happening to them!!!!!!!!
Edited by Halo CE Noob Modder117 on Jan 12, 2020 at 09:46 AM


The Master
Joined: Aug 8, 2014


Posted: Jan 12, 2020 10:07 AM    Msg. 2 of 11       
Your nodes must have the same exact structure, names and order as they have in the animations. You also can't resize a model once it's been rigged, you must modify the world units to do that properly.
Can you post a pic of the model's object hierarchy in 3dsmax as exported, a pic of the hierarchy on the imported original model and how they both end up listed in both the new gbxmodel and the one you used for reference?
Edited by The Master on Jan 12, 2020 at 10:10 AM


Halo CE Noob Modder117
Joined: Aug 9, 2018

Can we just be friends? Chill my dudes...


Posted: Jan 12, 2020 10:16 AM    Msg. 3 of 11       
HOW I IMPORT EVERYTHING (PRE-EDIT)


POST EDIT BEFORE EXPORT


OG MARINE (LEFT) VS MY NEW MARINE (RIGHT) -note missing markers in mine


OG MARINE (LEFT) VS MY NEW MARINE (RIGHT) -note missing perms, regions etc.


I've watched the only 3 or 4 YouTube videos in existence regarding bipeds HOWEVER none of them covered editing existing bipeds. I've read through just about every thread I could find on this site regarding bipeds with zero results. I've experimented with bone rigging, exporting separate body parts, naming regions etc. and I either get:
a) red triangle errors
b) rigging errors- stretching body parts
c) T-pose
d) one working region with other body parts missing

I'm going to cry myself to sleep now...
Edited by Halo CE Noob Modder117 on Jan 17, 2020 at 02:02 AM


The Master
Joined: Aug 8, 2014


Posted: Jan 12, 2020 10:42 AM    Msg. 4 of 11       
If you're only going to use one permutation and no mouth movement/blinking you might want to consider using the master chief biped instead, I also find it very weird that you have the markers in max but they don't show up in guerilla.
Can you post a pic of the nodes dropdown list in both tags? I don't think it should, but it might have to do with your model having less separate objects and with a different name than the original.


LaikaGlove
Joined: May 20, 2019


Posted: Jan 12, 2020 11:33 AM    Msg. 5 of 11       
I encountered a similar issue when testing importing some animations into CE extracted with Bonobo. I found that TheGhost's jms exporter exports nodes slightly differently, so I had to update it to export them in a breadth first alphabetical approach to match the HEK jms exporter.

You can grab the updated maxscript from the "maxscripts" folder that I released with Bonobo:
https://1drv.ms/u/s!AtvYI8x0KxMRhtMV0r2X2GMqLcAycA?e=okOLhU

Try exporting your jms files using the JMS_Exporter_v1-0-4.ms script and see if that works.


Halo CE Noob Modder117
Joined: Aug 9, 2018

Can we just be friends? Chill my dudes...


Posted: Jan 12, 2020 08:35 PM    Msg. 6 of 11       
EDIT: never mind wrong biped...

So do the names of the objects need to be 100% identical? the gbxmodel importer makes it all weird...

As for bonobo, do I need to run as admin? I extract the data but it literally does nothing.

Differences:
a) Bones have different rotations and child bones
b) All my markers are incorrectly linked the legs region




EDIT: this is happening with the new 1.04 exporter (I didn't have this happen with the old 1.02). Fixing the children and names did nothing.

Unless someone can test this on their end, I think this is impossible...

Import a marine, change his head, export it and see what happens.

Lumoria pilot marine mod author, care to share?
Edited by Halo CE Noob Modder117 on Jan 12, 2020 at 10:08 PM


The Master
Joined: Aug 8, 2014


Posted: Jan 13, 2020 12:12 PM    Msg. 7 of 11       
Wait I just noticed, are the bones 3dsmax bones, spheres or something else?


Halo CE Noob Modder117
Joined: Aug 9, 2018

Can we just be friends? Chill my dudes...


Posted: Jan 13, 2020 07:17 PM    Msg. 8 of 11       


This is step 1 of my editing phase. Is this how you begin with the skeleton? I don't know what they are, all I know is that they're the same in the tutorials. I've got the marker spheres and the white bone things.




STEP 2:



I import my marine's head variants. Is the import correct? Now I assume I need to rename every head to match what the importer says? e.g. head, rename it to __base and head, rename it to head_charles-10?
Edited by Halo CE Noob Modder117 on Jan 13, 2020 at 07:26 PM


Mr Janus
Joined: Jan 12, 2020


Posted: Jan 13, 2020 07:47 PM    Msg. 9 of 11       
Name: First-Person Idle
Animation Type: JMA (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: Animation used when the user does nothing.



Name: First-Person Posing
Animation Type: JMA (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: Animation used when the user idles for a set about of time and "checks out" his weapon.



Name: First-Person Fire-1
Animation Type: JMA (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: Animation used when the user fires the primary trigger.



Name: First-Person Moving
Animation Type: JMO (Overlay)
Frame Count: Any
Specific Frame Info: N/A

Description: Animation used when the user moves. (Generic "sway" of the weapon.)



Name: First-Person Overlays
Animation Type: JMO (Overlay)
Frame Count: 9 [10 including 0]
Specific Frame Info: Frame 0 - Default Position
Frame 1 - Move Forwards
Frame 2 - Move Backwards
Frame 3 - Move Right
Frame 4 - Move Left
Frame 5 - Look Left
Frame 6 - Look Right
Frame 7 - Look Up
Frame 8 - Look Down
Frame 9 - Fully Automatic Firing

Description: How the weapon reacts to movement. For example, when you move forwards, the gun lags a bit backwards, when you move left, the gun lags a bit to the right, when you look up, the gun points a bit more up.



Name: First-Person Light-Off
Animation Type: JMA (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: When the user turns off the flashlight (?)



Name: First-Person Light-On
Animation Type: JMA (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: When the user turns on the flashlight (?)



Name: First-Person Reload-Empty
Animation Type: JMA (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: When the user reloads when the magazine is empty (Zero Rounds)




Name: First-Person Reload-Full
Animation Type: JMA (Base)
Frame Count: : Any
Specific Frame Info: N/A

Description: When the user reloads when the magazine has one or more rounds in it.



Name: First-Person Overheated
Animation Type: JMA (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: The “default” animation when a weapon is overheated. Played after “First-Person Overheating” and before “First-Person O-H-Exit”.



Name: First-Person Ready
Animation Type: JMA (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: The animation that is played when the user switches/brings out a weapon.



Name: First-Person Put-Away
Animation Type: JMA (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: The animation that is played when the user puts away his weapon. (?)



Name: First-Person Overcharged
Animation Type: JMA (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: The animation that is continuously played when the weapon is charged.



Name: First-Person Melee
Animation Type: JMA (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: Played when the user melees his weapon.



Name: First-Person Fire-2
Animation Type: JMA (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: Animation used when the user fires the secondary trigger.



Name: First-Person Overcharged-Jitter
Animation Type: JMO (Overlay)
Frame Count: Any
Specific Frame Info: N/A

Description: The animation that is continuously played over “First-Person Overcharged”.



Name: First-Person Throw-Grenade
Animation Type: JMA (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: Played when the user throws a grenade.



Name: First-Person Ammunition
Animation Type: JMO (Overlay)
Frame Count: Magazine Capacity +1
Specific Frame Info: Frame 0 – Default
Frame 1 – Empty
Frame 2 – One Round Left
Frame 3 – Two Rounds Left
Frame 4 – Three Rounds Left

Last Frame - Full

Description: Defines what the weapon will look like depending on how much ammunition is remaining in the weapon.



Name: First-Person Misfire-1
Animation Type: JMA (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: Played when the user misfires the primary trigger.



Name: First-Person Misfire-2
Animation Type: JMA (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: Played when the user misfires the secondary trigger.



Name: First-Person Throw-Overheated
Animation Type: JMA (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: Played when the user throws a grenade while the weapon is overheated.



Name: First-Person Overheating
Animation Type: JMA (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: The opening animation when the weapon overheats. Proceeded by “First-Person Overheated”.



Name: First-Person Overheating-Again
Animation Type: JMA (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: Animation used when the user switches to a gun that is currently overheated.



Name: First-Person Enter
Animation Type: JMA (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: Animation played when the user enters the stage of reloading a weapon. Proceeded by “First-Person Reload-Empty”.



Name: First-Person Exit-Empty
Animation Type: JMA (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: Played after the user finishes reload his weapon. Only used when the user started reloading when there was no rounds left in the magazine.



Name: First-Person Exit-Full
Animation Type: JMA (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: Played after the user finishes reload his weapon. Only used when the user started reloading when there was one or more rounds left in the magazine.



Name: First-Person O-H-Exit
Animation Type: JMA (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: Animation played when the weapon has finished overheating. Preceded by “First-Person Overheated”.



Name: First-Person O-H-S-Enter
Animation Type: JMA (Base)
Frame Count: Any
Specific Frame Info: N/A

Description: (?)


Spiral
Joined: Apr 3, 2011

I hope i'm out of the way


Posted: Jan 13, 2020 08:36 PM    Msg. 10 of 11       
I remember having the tangled looking bipeds as well. From what I recall I was able to fix it by grabbing a later jms exporter version AND upgrading 3dsmax versions. I currently have the 2018 version with no issues. I recall this issue happening when I was using the 2014 version. Might have been 2013.


Halo CE Noob Modder117
Joined: Aug 9, 2018

Can we just be friends? Chill my dudes...


Posted: Jan 13, 2020 09:55 PM    Msg. 11 of 11       
UPDATE: I can confirm that using the 1.4 JMS exporter from Bonobo was destroying my models.

I reverted to 1.1 and it is now exporting fine.

My only problem is the same as back in the day, some body parts are stretched.

My new question is, when editing the marine biped with the skin modifier and envelope, what bones am I supposed to be using?

The model is broken up into 4 segments, head, arms, torso and legs. OR is my rig supposed to be for 1 model?

I believe I'm stuffing something up during this part of the process.



As you can see the 3 major problems are:
a) crotch and booty gets painfully stretched
b) elbow pads are bending with the elbows when they shouldn't
c) the face has LITERALLY been rearranged

What's the cause and how do I fix it?

EDIT: I've been playing with the weights... They're wrong. Do you have to literally re-rig the model? Wasn't there a way to import the models with their weights?

EDIT: The weights don't import 100% accurate. For example, the upper-arm has the tip of the elbow pads weighted to that bone whereas the forearm doesn't, causing it to bend with the wrong bone thus meaning I have to re-rig the whole marine's arm bones.

Is this for real? Can't I import the correct weights? Or is this impossible hence why nobody can be bothered doing this? If this is this case, I don't think I have the time or patience to re-rig the marine. No way...

EDIT: I fixed the elbow pads but cannot fix the shoulder pads as the imported weights are just a mess. Stuff it. Unless there's a proper way to get imported weights accurately, I think its safe to say, F it.



EDIT AGAIN: Ok so the gbxmodel importer is supposed to import completely accurate rigs and weights as seen in the images and tutorials. So, why the heck are my marine's weights bleeding into nearby bones?

EDIT: FOUND THE ISSUE! The weighting is all on the wrong bones.







What the heck?


Edited by Halo CE Noob Modder117 on Jan 14, 2020 at 01:58 AM

 

 
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