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3 Dimensional Chat / Animation in JTEdit

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G Man
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Posted: 29th Jan 2005 02:45
Ok, I'm animating a simple model fish, a basic animation. I get the fish to animate in JTEdit just fine, but when I export the model to a .X file, the file won't even load in any other software... i.e. DBPro, Lithunwrap, etc... Are animated .X models broken in JTEdit?

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Dom
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Posted: 29th Jan 2005 05:09
I have heard of this before. Its something wrong with DX9 actually. Goto the JTEdit website for more info


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G Man
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Posted: 29th Jan 2005 05:11
Already did... Tried adding the translation widget and it didn't change a thing. The .X file still won't load (unless you have to squint your eyes just so and stand on one foot while adding it)

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Dom
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Posted: 29th Jan 2005 18:48
Do you mean you get a 'runtime error could not load model' or when you run it you just can't see the model


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G Man
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Posted: 30th Jan 2005 01:56
I get 'runtime error could not load model'

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Dom
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Posted: 30th Jan 2005 02:02
Are you sure that the apth and/or filename are all correct. Is the model in the same file as your project?


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G Man
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Posted: 30th Jan 2005 02:50 Edited at: 30th Jan 2005 03:20
Yup, I can load the file with the animation back into JTEdit just fine, but I can't load the file into any other package that I have (i.e. DBPro, Lithunwrap, etc...)

Perhaps I'm doing something wrong creating the animation... Here's what I do, perhaps you can point out the error of my ways

1.) Load the unanimated model into JTEdit (A simple fish)
2.) Click the "Add Joint Tool" and add a single joint from the root joint stretching back to the fish's tail.
3.) Select the Joint Tool
4.) Click on the root bone ("NoName_1-0") in the "Joints" treeview
5.) Select all the verts of the fish's body.
6.) Click the "Assign" button
7.) Click the new joint I just created ("NoName_1-0Joint1") in the "Joints" treeview.
8.) Select all the verts of the fish's tail.
9.) Click the "Assign" button.
10.) Click the Animator Tool, Then "New", then "CGameMasterAnimator"
11.) In the dialog, click the "Rotation" then the "Translation" buttons, then the "OK" button.
12.) In the treeview on the animator dialog, click the ""NoName_1-0MasterAnimator" entry.
13.) Toggle "Loop Animation" & "Quantize Key Times"
14.) Click the Record button to record my base position at the beginning, ending and middle of the animation.
15.) Click midway between the beginning and middle of the animation (0.2seconds)
16.) Click the "Select Joint" tool from the tool bar and select the tail joint.
17.) Click the Rotate tool and rotate the tail joint to the right.
18.) Click the Record button on the animation dialog.
19.) Click midway between the middle and end of the animation (0.7seconds)
20.) Since the rotate tool is still active, rotate the tail joint to the left.
21.) Click the Record button on the animation dialog.
22.) Close the animation dialog
23.) File, Save As, and change the name of the file so I don't overwrite my original model.
24.) Click the "Options" button, check "Skinned Mesh", then click "Ok"
25.) Click the "Save" button and then close JTEdit
26.) Go open Lithunwrap to see if the file created is readable... Load the model and get "D3DXLoadMeshFromX failed to load file" then "There was an error reading file"
27.) Go Open DBPro, type in the following program:

28.) Run the program and immediately get "Runtime Error 7018 - Could not load 3D object at line 1"

...So what am I doing wrong?

Oh and just to head the question off at the pass... If I run



in DBPro, it runs fine...

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Dom
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Posted: 30th Jan 2005 05:35
If you gave me the mdoel I could test it for you.


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Dom
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Posted: 30th Jan 2005 05:43
i tried loading the tutorial model into lithunwrap and got the same error. But i'll keep experimenting


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Dom
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Posted: 30th Jan 2005 05:44
It works fine with framed animation


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Dom
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Posted: 30th Jan 2005 05:51
Quote: "11.) In the dialog, click the "Rotation" then the "Translation" buttons, then the "OK" button.
"

Try it the other way round. First translation then Rotation. It fixed some peoples problems on the forums.


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G Man
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Posted: 30th Jan 2005 05:54
I think I figured it out... I have a fish that swims at any rate... I'm not sure which of the two things it was that I did that made it work. First, I created two joints rather than adding a single joint. I renamed the three resulting joints to "Root", "Body" and "Tail". Rather than assigning the body vertices to the original root joint, I assigned them instead to the body joint and the tail vertices to the tail joint. So I don't know whether not assigning vertices to the root bone did the trick, or whether renaming the joints did the trick... I'm working on doping that out now.

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Dom
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Posted: 30th Jan 2005 20:31
OK reprot back with your findings


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FANG_
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Posted: 6th Feb 2005 04:08
Also you got your model to load, you should use translatin first, as saberdude said. Otherwise your models vertices will mess up (at least they did everytime i tried).

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