chris89@Posted: Sat Dec 16, 2006 7:41 pm    Post subject: root joint error: hey guys

i was trying to import a monster model i made. i've set up the .def and .af and i have fixed allot of errors (it's my first time with the doom enginge)
so i think i'm finally done, i load up my af in the afeditor... and guess what.. it gives me this error:

anybody knows what the problem could be?
thanks in advance

der_ton@Posted: Mon Dec 18, 2006 9:13 am    Post subject: Re: root joint error: Hmm... hmmm.... very strange and obscure...

BTW, and totally unrelated: can you tell us the number of root joints in your model? Wink
Modelviewer | 3DSMax<->MD5 | Blender<->MD5

chris89@Posted: Mon Dec 18, 2006 6:11 pm    Post subject: : well, thats part of the problem. i thought that a root joint is the main joint to which all bone chains are connected, and that joint is only a parent joint and not a child.
or am i completely wrong about this? Embarassed

i'm going to rerig the monster and hope that it will work then.

chris89@Posted: Mon Dec 18, 2006 7:25 pm    Post subject: : ok that doesnt work, getting more and more errors now. i'll go through some more tutorials then Very Happy any tips for tutorials to look into?

thanks for listening to my stypid rambling

senkusha@Posted: Mon Dec 18, 2006 8:22 pm    Post subject: : You haven't mentioned what software package your using?

6th Venom@Posted: Mon Dec 18, 2006 9:29 pm    Post subject: : I did got the same error at my very first try to make a D3 monster... don't remember exactly what it was, but i'm sure if your look into you model.md5mesh you will see something like:
joints {
   "origin"   0 ( -0.0000000026 0.0000000000 0.0000000000 ) ( -0.5000000000 -0.5000000000 -0.5000000000 )      //
   "Hips"   0 ( -0.0782306766 0.0000001723 42.3756675720 ) ( -0.7070741176 -0.0067120141 0.0067119750 )      //

Instead of:
joints {
   "origin"   -1 ( -0.0000000026 0.0000000000 0.0000000000 ) ( -0.5000000000 -0.5000000000 -0.5000000000 )      //
   "Hips"   0 ( -0.0782306766 0.0000001723 42.3756675720 ) ( -0.7070741176 -0.0067120141 0.0067119750 )      // origin

(the number after the bone name IS the important part here i think)

In my old memory ( Wink ) i did got it when i used to export a biped from max, but not binding it to any "origin" bone, just renaming the "bip 01" (the first one, the big parent of all the biped).
But there is one thing i learn now, this "bip 01" bone is not really the only one "big parent", when you pass in 'step mode' (to create automatic animations, just placing steps) a bone appear between the 2 feet. (don't remember the name)

So i think you problem is something like this, just try to create an Origin (point or bone) and bind/link your old origin (that you rename something else of course) bone to it.

Give it a try. Wink

chris89@Posted: Tue Dec 19, 2006 4:29 pm    Post subject: : 6th venom: you're my hero Very Happy thanks. that helped allot. it was a problem with the digits after the name of the bones. ("origin" -1, "Hips" 0) i had 3 joints that were -1 and that, in combination with the names to which bone the bones were linked, caused the error.
i can load the model in the AFeditor now and it doesnt give me an error immediatly. untill i try to spawn the model. it gives me an irregular runtime error, and needs to quit Sad

anybody have a solution or an idea on what it could be?
and thanks for the great help.
and i'm using 3dsmax btw.
and thanks again Smile

chris89@Posted: Tue Dec 19, 2006 9:35 pm    Post subject: : ok i fixed that problem, it was a small AF problem.
thanks for the help i got here Smile it really helped

6th Venom@Posted: Wed Dec 20, 2006 12:15 am    Post subject: : cool. Razz

__MaX__@Posted: Sat Dec 23, 2006 9:45 am    Post subject: : You know, using iddevnet is not a bad thing sometimes :p
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