Author Topic: Lift door animations  (Read 678 times)

Offline Lurok91

  • Posts: 1309
  • Cookies: 2062
  • SPMod Developer (Retired)
    • Lurok91 Mods
Lift door animations
« on: March 25, 2010, 08:06:29 AM »
Not sure anyone but the 3E/Excalibur team can help with this, but...

I copied the keyframe controllers from FCExcelsior to Righteous model, and all loads ingame ok, but as soon as 'door opens' (which I think is triggered by common animations script),  game quits to desktop with 'encountered problem' message.   I'm pretty sure copied properly, and in right sequence in node, hence why loads ok.   

Offline Lurok91

  • Posts: 1309
  • Cookies: 2062
  • SPMod Developer (Retired)
    • Lurok91 Mods
Re: Lift door animations
« Reply #1 on: May 05, 2010, 03:27:09 PM »
FIXED.

Mod can delete  :)

Offline JimmyB76

  • Posts: 6423
  • Cookies: 421
Re: Lift door animations
« Reply #2 on: May 05, 2010, 09:35:28 PM »
awesome you fixed it!!!   :D :thumbsup:

any chance you could explain how you fixed it for future reference to others who may wonder?
unless it is too complex to explain?

Offline Lurok91

  • Posts: 1309
  • Cookies: 2062
  • SPMod Developer (Retired)
    • Lurok91 Mods
Re: Lift door animations
« Reply #3 on: May 06, 2010, 08:39:57 AM »
Hmmm - in two minds whether just to post that door fix OR do a more general 'what I know about making bridges'  FAQ.

advice?  

Offline baz1701

  • Posts: 3392
  • Cookies: 1434
Re: Lift door animations
« Reply #4 on: May 06, 2010, 08:46:04 AM »
Hmmm - in two minds whether just to post that fix OR do a more general 'what I know about making bridges'  FAQ.

advice? 

I have been watching from afar and have the TMP bridge on hold to see if it can have walking extras.

So any FAQ's or tutorials would help me no end.
Whatever knocks us back, can only make us stronger.

Offline Lurok91

  • Posts: 1309
  • Cookies: 2062
  • SPMod Developer (Retired)
    • Lurok91 Mods
Re: Lift door animations
« Reply #5 on: May 06, 2010, 08:54:15 AM »
I have been watching from afar and have the TMP bridge on hold to see if it can have walking extras.

So any FAQ's or tutorials would help me no end.

Hi Baz. I've not managed to create brand new walk-on extras yet due to lack of Character Studio. But it may be poss to take some existing anims from another bridge.  If you want to send me latest version of bridge I could experiment for you and let you know results...

But if enough interest I will do a general bridge FAQ/tutorial at some point  :)