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eggbeast

Key frame animation, no 'keyframe' property in Weapon

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I'm having problems getting rid of this error in some of our old A2 weapons

 

Key frame animation, no 'keyframe' property

<model = "p:\uns_weap_e_test1\aps\uns_aps.p3d">
Key frame animation, no 'keyframe' property
Warnings in p:\uns_weap_e_test1\aps\uns_aps.p3d:3
Key frame animation, no 'keyframe' property
Key frame animation, no 'keyframe' property
Warnings in p:\uns_weap_e_test1\aps\uns_aps.p3d:10003
Warnings in p:\uns_weap_e_test1\aps\uns_aps.p3d:11000
Warning: p:\uns_weap_e_test1\aps\uns_aps.p3d:7.96635e-037 Face 546, point 573, face points 573,574,558 - very small normal 0,0,0
Warning: p:\uns_weap_e_test1\aps\uns_aps.p3d:7.96635e-037 Face 549, point 576, face points 576,577,561 - very small normal 0,0,0
Warning: p:\uns_weap_e_test1\aps\uns_aps.p3d:7.96635e-037 Face 562, point 589, face points 589,590,574 - very small normal 0,0,0
Warning: p:\uns_weap_e_test1\aps\uns_aps.p3d:7.96635e-037 Face 565, point 592, face points 592,593,577 - very small normal 0,0,0
Warning: p:\uns_weap_e_test1\aps\uns_aps.p3d:7.96635e-037 Face 578, point 605, face points 605,606,590 - very small normal 0,0,0
Warning: p:\uns_weap_e_test1\aps\uns_aps.p3d:0 Error while trying to generate ST for points: 429, 463, 439

I have checked that each selection is separate, none overlap.

the model.cfg is pretty basic

 

model.cfg

class CfgSkeletons
{
	class Default
	{
		isDiscrete=1;
		skeletonInherit="";
		skeletonBones[]={};
	};
	class uns_aps_skel: Default
	{
		skeletonInherit="Default";
		skeletonBones[]=
		{
			"zasleh","",
			"magazine","",
			"slide","",
			"trigger","",
			"hammer",""
		};
	};
};
class CfgModels
{
	class Default
	{
		sectionsInherit="";
		sections[]={};
		skeletonName="";
	};
	class uns_aps_base: Default
	{
		sectionsInherit="Default";
		skeletonName="uns_aps_skel";
		sections[]=
		{
			"magazine","zasleh",
			"trigger","slide","hammer"
		};
		class Animations
		{
		    class reload_magazine_hide
			{       
                type="hide";
				source="reloadMagazine";
				selection="magazine";
				minValue=-0.4;
				maxValue=0.4;
				minPhase=-0.4;
				maxPhase=0.4;
				hideValue=0.75;
				sourceAddress="mirror";
			};
			class slide_fire_begin
			{
                type="translation";
                source="reload";
                selection="slide";
				axis="slide_axis";
				minValue=0;
				maxValue=0.5;
				offset0=0;
				offset1=-0.2;
			};
			class slide_fire_end: slide_fire_begin
			{
				minValue=0.6;
				maxValue=1;
				offset1=0.2;
			};
			class slide_empty: slide_fire_begin
			{
				source="isEmpty";
				minValue=0.99;
				maxValue=1;
				offset1=-0.2;
			};
			class trigger
			{
				type = "rotation";//rotationX
				source = "reload";
				selection = "trigger";
				axis = "trigger_axis";
				minValue = 0;
				maxValue = 1;
				angle0 = "rad 0";
				angle1 = "rad -20";
			};
			class hammer_fire_begin
			{
				type="rotation";
				source="reload";
				selection="hammer";
				axis="hammer_axis";
				memory=1;
				minValue=0;
				maxValue=0.5;
				angle0=0;
				angle1=1.221730;
			};
			class hammer_empty: hammer_fire_begin
			{
				source="isEmpty";
				minValue=0.99;
				maxValue=1;
			};
			class hammer_fire_end
			{
				type="translation";
                source="reload";
				selection="hammer";
				axis="hammer_axis";
                minValue=0.600000;
				maxValue=1.000000;
				angle0=0.000000;
				angle1=-1.221730;
                offset0=0;
				offset1=0.200000;
			};
            class muzzleflash_hide
			{
				type="hide";
				source="hasSuppressor";
                selection="zasleh";
                minValue = 0.0;
                maxvalue = 0.25;
                hideValue = 0.01;
            };
            class MuzzleFlashROT
			{
				type="rotationX";
				source="ammoRandom";
				sourceAddress="loop";
				selection="zasleh";
				axis="barrel_axis";
				centerFirstVertex="true";
				minValue=0;
				maxValue=4;
				angle0="rad 0";
				angle1="rad 360";
			};
		};
	};
	class uns_aps: uns_aps_base{};
};

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ah my bad looks like its the hammer - translation when it should be rotate

 

edit - nope wasnt that

			class hammer_fire_end: hammer_fire_begin
			{
//				type="translation";
//                source="reload";
//				selection="hammer";
//				axis="hammer_axis";
                minValue=0.6;
				maxValue=1;
				angle0=0;
				angle1=-1.221730;
                offset0=0;
				offset1=0.2;
			};

still throws same error

 

all anims look fine in buldozer

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SOLVED - i opened the animations window and found keyframes had been added to lods seemingly at random!

deleting them fixed it

  • Like 1

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Pboproject won't like that class default in your model.cfg if that's what you using to binarize,

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yeah i keep adding them and tetet keeps fixing them lol

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