eggbeast 3684 Posted November 22, 2016 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{}; }; Share this post Link to post Share on other sites
eggbeast 3684 Posted November 22, 2016 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 Share this post Link to post Share on other sites
eggbeast 3684 Posted November 22, 2016 SOLVED - i opened the animations window and found keyframes had been added to lods seemingly at random! deleting them fixed it 1 Share this post Link to post Share on other sites
Auss 208 Posted November 22, 2016 Pboproject won't like that class default in your model.cfg if that's what you using to binarize, Share this post Link to post Share on other sites
eggbeast 3684 Posted November 23, 2016 yeah i keep adding them and tetet keeps fixing them lol Share this post Link to post Share on other sites