Any help?
Animations; need support from experienced
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MandeRek
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Animations; need support from experienced
Okay, so here's the problem.. I made a new skel which replaces basicly every anim. Why do i say basicly? Because the shooting anim is replaced, and the jumping anim is replaced, but when the unit jumps, or shoots while walking the human_rifle.. anim is played!! I replaced every anim i could find, and tried some things with animnam_upper.msh, but still no succes..
Any help?
Any help?
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Crazy_Ewok
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Re: Animations; need support from experienced
I think you need to define what animations your weapon is using. What Syth wrote should help.
Syth wrote:Good news.. i have figured out Custom Animations for weapons!!
The ODF code hadnt ever been used, but with psych0freds sight info i got it working with the knife weapon (which uses upper jab from Emperors 1st attack and L5R's knife model)
Just in case anyone wants to know how it works,
Working Example:
CustomAnimationBank = "knife pistol"
Syntax:
CustomAnimationBank="[<character>_]<weapon> <parent> [alert|noalert]"
[]'s indicate something that isnt needed. So having "whatevername_knife" or specifying alert or noalert are just options.
"knife" is a your new anim set (just like "pistol" or "rifle") except it only uses the new anims. For example, mine only has 2 - knife_crouch_shoot and knife_stand_shoot
The second part "pistol" indicates the parent anim set, so everything my knife anim set is missing it will get from the pistol animations.
Heres the ANIMS file my recon unit that uses the knife has
Code:
ucft
{
ANIM
{
"whatevername_knife_crouch_shoot"
"whatevername_knife_stand_shoot"
}
}
Also remember that since its a new anim set, youll need to make sure the unit that has the weapon with the new animations also has AnimationName = "whatever-name-you-named-your-new-anim-set" in there ODF
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MandeRek
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Re: Animations; need support from experienced
Yeah, i found that out too, that's no big deal..
It still doesn't fix my problem >.<
But i'm happy to say, that i converted the anims in saber anim, and with a first attack being melee, which is no problem at all, he works fine!
This topic can now be locked, and thanks crazy_ewok
It still doesn't fix my problem >.<
But i'm happy to say, that i converted the anims in saber anim, and with a first attack being melee, which is no problem at all, he works fine!
This topic can now be locked, and thanks crazy_ewok
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MandeRek
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Re: Animations; need support from experienced
Sorry for double post, but now I've got some weird things here?!!
I finished all but one anims, which was walk forward.. I now made him, but every (working) custom anim i make for him, he keeps in his basepose.msh when he walks/sprints. This happens not, when the mesh is a different anim, like walk backwards.. Both sprint and runforward have _full at the end, i tried to rename it without full, still no succes.. Is this combo work?
Note that every stock anim works flawlessly with walking forward. I was thinking that it might be 20 frames, but i wanna know before i change stuff again, since this is really the LAST bug..
Thanks..
Edit: Also i wonder.. Can you rotate stock anims? And then i mean rotate that one anim only, not the other anims.. Maybe through the combo?
I finished all but one anims, which was walk forward.. I now made him, but every (working) custom anim i make for him, he keeps in his basepose.msh when he walks/sprints. This happens not, when the mesh is a different anim, like walk backwards.. Both sprint and runforward have _full at the end, i tried to rename it without full, still no succes.. Is this combo work?
Note that every stock anim works flawlessly with walking forward. I was thinking that it might be 20 frames, but i wanna know before i change stuff again, since this is really the LAST bug..
Thanks..
Edit: Also i wonder.. Can you rotate stock anims? And then i mean rotate that one anim only, not the other anims.. Maybe through the combo?
