Product Chat (Alpha builds) / Behaviours wont apply to cistom import

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42pixels
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Joined: 5th Nov 2021
Location: Hobart, Tasmania, Australia
Posted: 29th Nov 2021 05:34
I have imported a model and tried to apply several custom behaviours to test the features but nothing seems to work, am I doing something wrong?
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wizard of id
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Posted: 29th Nov 2021 05:39
You need to provide more info.As to what it is you tried importing, from what software is it, the format, ect
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42pixels
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Joined: 5th Nov 2021
Location: Hobart, Tasmania, Australia
Posted: 29th Nov 2021 06:49
Hello Wizard if id, I have imported an FBX with animation from blender, the animation works fine, texture and collision etc but no behaviours will work on it?
11th Gen Intel(R) Core(TM) i7-11800H @ 2.30GHz 2.30 GHz, 32.0 GB, NVIDIA GeForce RTX 3060 Laptop GPU 6GB, Windows 10 Home 64bit, Screen resolution 1920 x 1080. System Passmark 3777
science boy
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Location: Up the creek
Posted: 29th Nov 2021 09:22
I have the same problem although i got my behiolder to have a hissy dance when apply roaming mammal

Would of thought it would pick up the anims unless we are doimg something wrong regards anims and ai. Unless its not implemented yet which i believe is the case. They have a few fighters kicking with ai but the ithers well.... The cc wander works for cc characters i will try that on my spider when i get the chamce

HOWEVER THIS WOULD BE A BRILLIANT QUESTION TO ASK ON THE LIVE FEED. HINT TO EVERYONE

This was not big attitude but more to be noticed by anyone who will be on the live feed.

I think im right though its not actually sorted for imported models and ai
Im 50 now aint a kid travelled the world been in terrorist bombing shot at near kidnapped. Have an audi a house a fiancee a cat and ex dj and promoter and now home Manager. Have a degree and lots of quals and this is actually all true
wizard of id
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Posted: 29th Nov 2021 11:13
I will do some investigation, and revert back.Probably some thing really stupid and easy.
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42pixels
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Joined: 5th Nov 2021
Location: Hobart, Tasmania, Australia
Posted: 29th Nov 2021 17:23
Appreciate it, It would make a huge difference to the feel of my level
11th Gen Intel(R) Core(TM) i7-11800H @ 2.30GHz 2.30 GHz, 32.0 GB, NVIDIA GeForce RTX 3060 Laptop GPU 6GB, Windows 10 Home 64bit, Screen resolution 1920 x 1080. System Passmark 3777
wizard of id
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Playing: CSGO
Posted: 30th Nov 2021 09:20 Edited at: 30th Nov 2021 09:30
@42pixels

Hi this is what I found with regards to the animation frames, for characters, animation key frames for animals is in the second picture. The system is completely different to that classic. So this is likely wrong or my best guess.





Additionally each script has a BYC file.It isn't clear as to what the BYC entails or what is needed. I can only assume this is the in game visual behavioral editor file that is created( Guessing here). It would seem that the engine pretty much takes care of everything, as you don't need to specify the animation frames in either the FPE ( only idle animation) or script. Just have to specify the behavior.



I am thinking here that the BYC file essentially tells engine what needs to be played if a condition in a script has been met. I tried to re import one of the default characters assign walk away script.

And I found you will need to manually edit the FPE file.



This what I found not sure if this will be helpful in any way. Hopefully it should point you in the right direction I hope. I am guessing a lot here and might be wrong.The new system hasn't been explained so I have no idea, what the BYC file is and how it is created, and it is my best guess here.


This is all the character animation behaviors. Technically I am sure if you follow the behaviors and keyed frames exactly, edit the FPE as required after importing you should be able to copy and paste without issue. Completely guessing here.

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42pixels
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Joined: 5th Nov 2021
Location: Hobart, Tasmania, Australia
Posted: 30th Nov 2021 18:15
That is some solid investigation! Thank you very much for all of your hard work here. I will look in to byc files a little more, I have heard of them but never worked with them before you your best guess is as good as mine.

I have located the FPE file directory but need to get ready for work now, so I will attempt to make changes to the script tonight and let you know how I get along.

Thank you again for this, very much appreciated.
11th Gen Intel(R) Core(TM) i7-11800H @ 2.30GHz 2.30 GHz, 32.0 GB, NVIDIA GeForce RTX 3060 Laptop GPU 6GB, Windows 10 Home 64bit, Screen resolution 1920 x 1080. System Passmark 3777
science boy
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Posted: 30th Nov 2021 20:01
Yeah cheers WOI
I will dabble when i get time bengood to get something happening
Im 50 now aint a kid travelled the world been in terrorist bombing shot at near kidnapped. Have an audi a house a fiancee a cat and ex dj and promoter and now home Manager. Have a degree and lots of quals and this is actually all true
wizard of id
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Playing: CSGO
Posted: 1st Dec 2021 17:16
Quote: "Q> Kindly explain what the byc file is, is that the ingame behavior editor, file that is created. Does that tell the script which animation to play?
A> The .BYC file that sits alongside the .LUA file is the byte code for the LUA interpreter that runs any behavior logic created with the Behavior Editor."


There you have it folks question answered.
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science boy
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Posted: 1st Dec 2021 19:39
He did not mention to my knowledge the question about custom characters working with ai
Im 50 now aint a kid travelled the world been in terrorist bombing shot at near kidnapped. Have an audi a house a fiancee a cat and ex dj and promoter and now home Manager. Have a degree and lots of quals and this is actually all true
smallg
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Posted: 2nd Dec 2021 20:08
Quote: "He did not mention to my knowledge the question about custom characters working with ai"

they should work but you have to follow the max way of doing things:
- animations should be separate to each other and not all in 1 long animation like classic was.
- your lua script should call the animations by name (these can be seen/set in the max model importer) and not by frame as classic does
- the AI logic is different so it needs to use the new commands to move around (character logic will have to be written or updated to work with max)
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
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science boy
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Location: Up the creek
Posted: 2nd Dec 2021 20:22
Thanks small g.
So can i just load the same model over and over and set the frames to where needed
As my beholder is all in one animation and would be hard to seperate them
Im 50 now aint a kid travelled the world been in terrorist bombing shot at near kidnapped. Have an audi a house a fiancee a cat and ex dj and promoter and now home Manager. Have a degree and lots of quals and this is actually all true

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