Hey there!
I have another problem. I'm pretty sure, that I saw here similar topic but I cant find it..
I attached screenshot to show what's my currently problem is.
I renamed just head and leg to check if it works.
Is there any tools which work with EE 1.0?
lol...I love Monty Python! Okay...go to model editor. put your character back in there. make sure your bone names are exactly the same in skeleton mode and in animation mode. this should take care of your problem. if it doesn't...we can try to work the problem out together a little more if you provide more details.
Well I have to change bones name from 3ds max, so yeah I changed it
(leg and head) What more should I say?
I tried used Reset Xform in 3ds max, still same
I encountered this problem as well. After renaming bones from 3DS Max's names to Esenthel's the character is doing some crazy sh#t in the game like moonwalk upside down and stuff.
Anybody knows a solution to this problem?
EDIT: Btw, it's when using standard esenthel's animations that come with the engine and a custom character.
(This post was last modified: 06-17-2013 10:43 PM by Kiekos.)
That "moonwalk upside down" part was way exaggerated In fact, the character is doing the movements he should do, but as you can see in the picture above the orientation of the animation is incorrect.
Good advice.
There is max + fbx + esenthel files in rar.
Note, that there is everything okay with character in esenthel editor, problem is when I want play with this char in game/ test world. You will see what I mean
I have the same problem. I've made my own skeleton in Blender and named the bones exactly as the model from Esenthel, but the animations are running in the exact opposite way as they should. Something that helped me was resizing the model to the same size as the Warrior (It didn't work at all before). And another thing I've noticed was the fact that the bones will take the positions of the animation which is optimized for a muscular man such as the Warrior, so your character must be modeled in the same way. I have the same question: does anybody have the skeleton that works with these animations so that I can model my character based on that skeleton? I need a .blend, .max, .fbx or anything that supports bones and animations. I want my character in the Engine running the default animations, as I don't know how to make new ones yet.