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Not all skeletal animations will play (Read 397 times)
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Not all skeletal animations will play
04/28/12 at 02:38:17
 
I'm trying to import a skeletal mesh that uses animation from UT2004. I removed every unneeded animation, but there are some animations that only play the first few frames. This happens even when one of these animations is an exact copy of another. In model viewers like SkelEdit, the animations work properly.

I'm guessing it has something to do with the model being too high poly and there being too many frames for the game to handle. This same problem happened with Unreal 2's medium arachnids after I reached a certain number of animations. The log doesn't show anything, and this happens in UT as well, so I don't expect it will be easy/worth the time to fix. I just thought I would mention it.
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[]KAOS[]Casey
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Re: Not all skeletal animations will play
Reply #1 - 04/28/12 at 05:47:06
 
Well, if you had the pre-import copy of the mesh it would help. + the code you're using as well.

Dots right now is the current skeletal mesh guy, who knows. might be an easy fix, might not be. still, a good thing to check at least.
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AlCapowned
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Re: Not all skeletal animations will play
Reply #2 - 04/28/12 at 16:32:43
 
Here is the whole package.

http://www.filedropper.com/aidamesh
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Re: Not all skeletal animations will play
Reply #3 - 04/30/12 at 15:32:30
 
The skeletal animations worked fine to me with a different UT2k4 mesh using #exec directives for animations instead:
Code:
#exec ANIM IMPORT ANIM=BipedMaleA ANIMFILE="Models\BipedMaleA.psa" COMPRESS=1 MAXKEYS=1594

// Animation sequences..
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=All STARTFRAME=0 NUMFRAMES=1 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=DodgeB STARTFRAME=0 NUMFRAMES=13 RATE=30 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=DodgeF STARTFRAME=13 NUMFRAMES=13 RATE=30 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=DodgeL STARTFRAME=26 NUMFRAMES=13 RATE=30 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=DodgeR STARTFRAME=39 NUMFRAMES=13 RATE=30 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=HitB STARTFRAME=52 NUMFRAMES=1 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=HitF STARTFRAME=53 NUMFRAMES=1 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=HitL STARTFRAME=54 NUMFRAMES=1 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=HitR STARTFRAME=55 NUMFRAMES=1 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=Hit_Head STARTFRAME=56 NUMFRAMES=1 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=DeathB STARTFRAME=57 NUMFRAMES=20 RATE=15 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=DeathF STARTFRAME=77 NUMFRAMES=23 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=DeathL STARTFRAME=100 NUMFRAMES=28 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=DeathR STARTFRAME=128 NUMFRAMES=19 RATE=15 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=CrouchR STARTFRAME=147 NUMFRAMES=28 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=Weapon_Switch STARTFRAME=175 NUMFRAMES=11 RATE=15 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=Jump_Land STARTFRAME=186 NUMFRAMES=1 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=Jump_Mid STARTFRAME=187 NUMFRAMES=6 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=Jump_Takeoff STARTFRAME=193 NUMFRAMES=6 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=Swim_Tread STARTFRAME=199 NUMFRAMES=24 RATE=15 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=SwimB STARTFRAME=223 NUMFRAMES=18 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=SwimL STARTFRAME=241 NUMFRAMES=18 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=SwimR STARTFRAME=259 NUMFRAMES=18 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=SwimF STARTFRAME=277 NUMFRAMES=18 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=Breath1 STARTFRAME=295 NUMFRAMES=25 RATE=12 COMPRESS=1,00 // For preview mesh menu.
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=Idle_Biggun STARTFRAME=295 NUMFRAMES=25 RATE=12 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=Idle_Character01 STARTFRAME=320 NUMFRAMES=55 RATE=15 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=idle_chat STARTFRAME=375 NUMFRAMES=31 RATE=15 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=Idle_Rest STARTFRAME=406 NUMFRAMES=25 RATE=12 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=Idle_Rifle STARTFRAME=431 NUMFRAMES=25 RATE=12 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=JumpF_Takeoff STARTFRAME=456 NUMFRAMES=6 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=JumpF_Mid STARTFRAME=462 NUMFRAMES=6 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=JumpF_Land STARTFRAME=468 NUMFRAMES=1 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=JumpB_Takeoff STARTFRAME=469 NUMFRAMES=6 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=JumpB_Mid STARTFRAME=475 NUMFRAMES=6 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=JumpB_Land STARTFRAME=481 NUMFRAMES=1 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=JumpL_Takeoff STARTFRAME=482 NUMFRAMES=6 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=JumpL_Mid STARTFRAME=488 NUMFRAMES=6 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=JumpL_Land STARTFRAME=494 NUMFRAMES=1 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=JumpR_Takeoff STARTFRAME=495 NUMFRAMES=6 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=JumpR_Mid STARTFRAME=501 NUMFRAMES=6 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=JumpR_Land STARTFRAME=507 NUMFRAMES=1 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=WallDodgeR STARTFRAME=508 NUMFRAMES=9 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=WallDodgeL STARTFRAME=517 NUMFRAMES=9 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=WallDodgeF STARTFRAME=526 NUMFRAMES=11 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=WallDodgeB STARTFRAME=537 NUMFRAMES=11 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=DoubleJumpL STARTFRAME=548 NUMFRAMES=10 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=DoubleJumpF STARTFRAME=558 NUMFRAMES=10 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=DoubleJumpB STARTFRAME=568 NUMFRAMES=10 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=DoubleJumpR STARTFRAME=578 NUMFRAMES=10 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=gesture_beckon STARTFRAME=588 NUMFRAMES=19 RATE=12 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=gesture_cheer STARTFRAME=607 NUMFRAMES=34 RATE=15 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=gesture_halt STARTFRAME=641 NUMFRAMES=24 RATE=12 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=gesture_point STARTFRAME=665 NUMFRAMES=20 RATE=12 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=Gesture_Taunt01 STARTFRAME=685 NUMFRAMES=23 RATE=15 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=Biggun_Aimed STARTFRAME=708 NUMFRAMES=10 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=Biggun_Burst STARTFRAME=718 NUMFRAMES=3 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=Crouch STARTFRAME=721 NUMFRAMES=24 RATE=12 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=Crouch_Aimed STARTFRAME=745 NUMFRAMES=10 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=Crouch_Burst STARTFRAME=755 NUMFRAMES=3 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=Crouch_TurnL STARTFRAME=758 NUMFRAMES=10 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=Crouch_TurnR STARTFRAME=768 NUMFRAMES=10 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=Rifle_Aimed STARTFRAME=778 NUMFRAMES=10 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=Rifle_Burst STARTFRAME=788 NUMFRAMES=3 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=TurnL STARTFRAME=791 NUMFRAMES=10 RATE=15 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=TurnR STARTFRAME=801 NUMFRAMES=10 RATE=15 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=CrouchB STARTFRAME=811 NUMFRAMES=28 RATE=30 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=CrouchF STARTFRAME=839 NUMFRAMES=28 RATE=30 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=CrouchL STARTFRAME=867 NUMFRAMES=28 RATE=30 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=RunB STARTFRAME=895 NUMFRAMES=16 RATE=30 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=RunF STARTFRAME=911 NUMFRAMES=16 RATE=30 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=RunL STARTFRAME=927 NUMFRAMES=16 RATE=30 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=RunR STARTFRAME=943 NUMFRAMES=16 RATE=30 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=WalkB STARTFRAME=959 NUMFRAMES=22 RATE=30 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=Walk STARTFRAME=981 NUMFRAMES=22 RATE=30 COMPRESS=1,00 // For other preview mesh menu.
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=WalkF STARTFRAME=981 NUMFRAMES=22 RATE=30 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=WalkL STARTFRAME=1003 NUMFRAMES=22 RATE=30 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=WalkR STARTFRAME=1025 NUMFRAMES=22 RATE=30 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=PThrust STARTFRAME=1047 NUMFRAMES=67 RATE=30 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=AssSmack STARTFRAME=1114 NUMFRAMES=38 RATE=30 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=ThroatCut STARTFRAME=1152 NUMFRAMES=70 RATE=30 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=Specific_1 STARTFRAME=1222 NUMFRAMES=131 RATE=40 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=Gesture_Taunt02 STARTFRAME=1353 NUMFRAMES=37 RATE=15 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=Idle_Character02 STARTFRAME=1390 NUMFRAMES=104 RATE=15 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=Idle_Character03 STARTFRAME=1494 NUMFRAMES=74 RATE=30 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=Gesture_Taunt03 STARTFRAME=1568 NUMFRAMES=25 RATE=20 COMPRESS=1,00
#EXEC ANIM  SEQUENCE ANIM=BipedMaleA SEQ=Vehicle_Driving STARTFRAME=1593 NUMFRAMES=1 RATE=30 COMPRESS=1,00
#exec ANIM DIGEST ANIM=BipedMaleA 

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