Animations

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Animations

Post by Super_Clone »

Can someone please tell me how to add new soldier animations? Iv Searched the Tuts, but no avail....
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Re: Animations

Post by woner11 »

The tutorials are pretty straight forward. Read the Jedi Creation doc.
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Re: Animations

Post by Super_Clone »

but what i mean is adding existing animations to a reskinned unit (ie. Grapple Droid [reskinned SBD] with wampa animations)
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Re: Animations

Post by AQT »

Try this:

1. Go to assets\sides\snw and copy and paste its contents (excluding the req folder, msh folder and snw.req) into your sides folder and let it overwrite/merge.
2. In your odf folder, open snw_inf_wampa.odf and change the GeometryName and the GeometryLowRes to that of the Super Battle Droid.
3. Look for this in the wampa's odf:

Code: Select all

SoldierMusic        = ""
HurtSound           = "wampahurt"
DeathSound          = "wampadeath"
LowHealthSound      = "wampa_chatter"
LowHealthThreshold  = "1.1"
and change it to:

Code: Select all

SoldierMusic        = ""
HurtSound           = ""
DeathSound          = ""
LowHealthSound      = ""
LowHealthThreshold  = "1.1"
4. Add the line "snw_inf_wampa" to your side's req file.
5. Load snw_inf_wampa in your lua.

I haven't tried this myself but it seems reasonable. You can rename snw_inf_wampa if you want.
Last edited by AQT on Tue Aug 19, 2008 10:04 pm, edited 1 time in total.
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Re: Animations

Post by woner11 »

@ AQT: ???

To give a unit another units animations. Copy the animations (everything that says wampa, or something like that) from the munged folder under the snw side into your custom side's munged folder (if it doesn't have one, create one). Then copy the animation line from the wampa's odf into your custom unit's.
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Re: Animations

Post by AQT »

If it was only that easy. Have you even looked at the wampa's odf? It looked very complicated and there even wasn't an animation line.
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Re: Animations

Post by -_- »

AQT wrote:If it was only that easy. Have you even looked at the wampa's odf? It looked very complicated and there even wasn't an animation line.
That's because by declaring "SkeletonName = "wampa"", it loads the animations under that skeleton name as well. The Magnaguard would be another great example.
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Re: Animations

Post by woner11 »

Then just do what I said with the copying and write in AnimationName = "wampa" (or whatever the animation is up to the .zafbin, or whatever.
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Re: Animations

Post by AQT »

-_- wrote:That's because by declaring "SkeletonName = "wampa"", it loads the animations under that skeleton name as well. The Magnaguard would be another great example.
I didn't even see that one. All those other lines must of distracted me from that one line. Thanks for pointing it out, -_-.
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