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Feb 23, 2017
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I've been trying to learn how to make animated portraits from scratch, and I was slowly progressing with the help of others on reddit. The next step would be exporting, and the wiki tells me to "select the root joint, open the export window and press <add "animation" attr.>" but then I get that "line 136: Found no animations to add" error.
What am I doing wrong? I did get it to move in Maya, but not sure if I did it right.

B5p8LRp.gif


this is my reddit post in case it's relevant.
 
If you get an error when trying to "Add animation attr" then your Clausewitz.txt file doesn't have any animations listed.

You need to select a game engine in the lower right hand box (it will list Terra/Stellaris, Hearts Of Iron, etc).
Then select your root joint (it must be called "root").
When you click "Add animation attr" it will add an extra attribute to the bone, this is a dropdown containing different possible animations.

If you have an error about no animations to add, then either you didn't select a game engine or your Clausewitz settings file is missing the preset animation types.
 
If you get an error when trying to "Add animation attr" then your Clausewitz.txt file doesn't have any animations listed.

You need to select a game engine in the lower right hand box (it will list Terra/Stellaris, Hearts Of Iron, etc).
Then select your root joint (it must be called "root").
When you click "Add animation attr" it will add an extra attribute to the bone, this is a dropdown containing different possible animations.

If you have an error about no animations to add, then either you didn't select a game engine or your Clausewitz settings file is missing the preset animation types.

Oh it was so simple. But it only lists "planet rotation" as animation, I'll assume that's ok.
The "Enum Names" stuff is looking confusing.
E7iXNmX.png

The wiki says "select the animation attribute and click on any slot under "Enum Names" to add a new state. You will need a new state for each of your animations and a "none" state for when you don't have any animations." but I'm having a hard time following, and the picture they use is a small compressed jpeg which I can't read. If anything I couldn't locate the window that looks like the one in their print. I changed it's name just to see how it is, but that's all, just changed from "planet_rotation" to "animation1".
I'll try to export it.

Thanks for the help though. Now I'm just not sure if the rest of this quest belongs in this same thread as I'm new here.
 
Yes it's not very clear.

The "Animation" attribute is just a list of animation states (none, happy1, happy2, sad1, sad2, outraged etc) this is so that you can have one Maya scene with all of the portrait animations in it. Don't worry about enums, it just means a list of states. When you export you have to pick which of your animation states you want to export.

It might sound like a strange concept, but you actually have to animate which animation state you are currently in.
So for example, if your happy1 animation runs from frame 10 to frame 100, then you have to set animation keys on the "Animation" attribute to get the attribute to change from none to happy1 at frame 10, and from happy1 to none at frame 100.

That is what this tiny tiny picture on the wiki is showing. It's an animation graph of the enum attribute going through each of the 5 animations and back to none each time. (with a few blank frames in between)
Portrait_rigging_fig5.jpg
 
Yes it's not very clear.

The "Animation" attribute is just a list of animation states (none, happy1, happy2, sad1, sad2, outraged etc) this is so that you can have one Maya scene with all of the portrait animations in it. Don't worry about enums, it just means a list of states. When you export you have to pick which of your animation states you want to export.

It might sound like a strange concept, but you actually have to animate which animation state you are currently in.
So for example, if your happy1 animation runs from frame 10 to frame 100, then you have to set animation keys on the "Animation" attribute to get the attribute to change from none to happy1 at frame 10, and from happy1 to none at frame 100.

That is what this tiny tiny picture on the wiki is showing. It's an animation graph of the enum attribute going through each of the 5 animations and back to none each time. (with a few blank frames in between)
Portrait_rigging_fig5.jpg
I'm assuming its not needed if I only have 1 animation state, right? Also this happened before. I tried to export it and this opened
mna9Ocb.png

and I have no idea what it is and what to do.
Either that or it crashes Maya.
 
No you still need to use it even if you have one animation state, as setting it will tell the exporter which time range to look at to export your animation.

The screenshot you've posted is the asset previewer, it will load up whatever you just exported in the game engine to test it.
I think I got stuck again, I don't know to do what it shows on the graph editor and when I export stuff and it opens the asset previewer, it only does that. No files are generated anywhere that I know.
 
I think I got stuck again, I don't know to do what it shows on the graph editor and when I export stuff and it opens the asset previewer, it only does that. No files are generated anywhere that I know.

Have you selected the "Stellaris" project on the right side? Otherwise it won't export to your specified folder. Additionally check so that you have the checkboxes for "Export animations", "Export skeleton" and "Export mesh" checked.