Melee Animation crash
by AndrewOsborne · in Artist Corner · 10/01/2004 (7:18 am) · 15 replies
Heya,
I have implemented the Server side Melee resource created by Josh "The_Force" Moore.
I have just created a custom character with custom bones etc... and I am working through the building the animation list
So all the movement/jump animations work fine, but when I go to create an animation for a melee attack I can get ingame but as soon as I attack the game crashes on any of the custom 'h1' melee animations I have exported..
Is there anything special I need to do to get them to work with this resource? has anyone had any issues with these before? any suggestions?
Oh I should also mention that in the player.cs I changed the back movement animation to use the custom melee animation i created and the melee animation worked fine ingame as a 'run backwards' animation... the crash occurs when i click to attack and it calls the animation :S
Any ideas will be greatly appreciated
*edit to make more sense*
I have implemented the Server side Melee resource created by Josh "The_Force" Moore.
I have just created a custom character with custom bones etc... and I am working through the building the animation list
So all the movement/jump animations work fine, but when I go to create an animation for a melee attack I can get ingame but as soon as I attack the game crashes on any of the custom 'h1' melee animations I have exported..
Is there anything special I need to do to get them to work with this resource? has anyone had any issues with these before? any suggestions?
Oh I should also mention that in the player.cs I changed the back movement animation to use the custom melee animation i created and the melee animation worked fine ingame as a 'run backwards' animation... the crash occurs when i click to attack and it calls the animation :S
Any ideas will be greatly appreciated
*edit to make more sense*
#2
errors !
Josh code is from the rw code.
10/03/2004 (5:36 pm)
Try the model and weapon from rw and see if you get sameerrors !
Josh code is from the rw code.
#3
10/03/2004 (6:13 pm)
Good idea i will try that now!
#4
that wont work because my animation is created with a custom bone set :/
10/03/2004 (6:13 pm)
Oh waitthat wont work because my animation is created with a custom bone set :/
#5
10/03/2004 (6:15 pm)
You can try out the code with the models !
#6
Its not the model thats the problem its the animation created for the player
the model (a spear ) doesnt have any animtions its just attatched to the player
10/03/2004 (8:55 pm)
What do you mean? Its not the model thats the problem its the animation created for the player
the model (a spear ) doesnt have any animtions its just attatched to the player
#7
I just added the melee system and I'm not getting any crashes. When I did not have the correctly named sequences I just got a console error. Then I replaced the h1* sequence names with some of my other sequences and it worked fine.
You should try running the app in debug mode and find out when exactly it crashes.
you might want to try stepping through the resource tutorial again and make sure you have everything done and in the correct place (I bet you've already done this 5 times :) ) also note Cory's post about the serveridmask, although I don't think this will be your problem.
12/28/2004 (5:11 pm)
Ashley, I'm also using a custom model with a custom skeleton and animations.I just added the melee system and I'm not getting any crashes. When I did not have the correctly named sequences I just got a console error. Then I replaced the h1* sequence names with some of my other sequences and it worked fine.
You should try running the app in debug mode and find out when exactly it crashes.
you might want to try stepping through the resource tutorial again and make sure you have everything done and in the correct place (I bet you've already done this 5 times :) ) also note Cory's post about the serveridmask, although I don't think this will be your problem.
#8
01/08/2005 (11:36 am)
Hey all! I know it hasn't been long since the last post and all, but my team and I were wondering if anyone has found the reason for the crash that occurs with custom models and animation? We integrated the RW system, which works fine with the Orc model and animation. When using our custom model and animations, the game either crashes, or echos out "ERROR in setArmThreadPlayOnce()". This echo out, of course, comes from weapon.cs. We are coming down to the due date for beta, and would greatly appreciate any advice or solutions. Much much thanks.
#9
i was trying to look around to see if it was a naming issue but i have had no luck.
01/12/2005 (8:34 pm)
I was just wondering if anyone has sorted this out. i am having trouble getting the player to perform the animations correctly, my model will animate fine with all of the standard animations, but once i try to play an attack animation the game will crash... if i export my model without any animation info it doesnt crash, but it doesnt animate either ;)i was trying to look around to see if it was a naming issue but i have had no luck.
#10
We had a crash when trying to play custom melee animations when calling: setArmThreadPlayOnce(%attack.seqName). Although the animations worked fine in the Show Tool.
The problem was that we didn't have an animation sequence named 'look'. While Josh's scripts have a field for a custom look animation, the engine is hardcoded to look for a sequence called 'look' when you use setArmThreadPlayOnce(). Without such a sequence you eventually crash when setArmThreadPlayOnce tries to access a null pointer. We just made a copy our root animation and called it look. Then we started swinging just fine.
01/21/2005 (8:29 pm)
Justin,We had a crash when trying to play custom melee animations when calling: setArmThreadPlayOnce(%attack.seqName). Although the animations worked fine in the Show Tool.
The problem was that we didn't have an animation sequence named 'look'. While Josh's scripts have a field for a custom look animation, the engine is hardcoded to look for a sequence called 'look' when you use setArmThreadPlayOnce(). Without such a sequence you eventually crash when setArmThreadPlayOnce tries to access a null pointer. We just made a copy our root animation and called it look. Then we started swinging just fine.
#12
Anytime the character tried to play my custom h1swing animation the engine crashed.
Adding the 'look' animation made it not crash anymore. Yay!
06/03/2007 (1:36 pm)
I scoured the forums looking for this particular issue: engine crashing when trying to play custom melee animations.Anytime the character tried to play my custom h1swing animation the engine crashed.
Adding the 'look' animation made it not crash anymore. Yay!
#13
07/25/2007 (6:53 pm)
Ive tried adding the look animation due to the same problem with no luck...i also went through the resource with winmerge to ensure i had all the correct code with no luck still crashing with the setarmthreadplayonce error...
#14
Root
h1Root
lookde
head
(not 100% sure about the last two) or you will find crashes
www.silhouette-studios.com.au
07/26/2007 (12:56 am)
Your character must have the following animations, with the same rig etc.Root
h1Root
lookde
head
(not 100% sure about the last two) or you will find crashes
www.silhouette-studios.com.au
#15
any ideas?
07/26/2007 (9:39 pm)
For some reason i dont get the crash in debug mode and everything works fine no errors no warnings but without debug.exe running i get the setarmplayonce error. i have all the animations above but no luck... any ideas?
Torque Owner AndrewOsborne