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Battlefront 1 Animation Thread

Posted: Thu Mar 03, 2011 4:30 pm
by bamdur123
Yes i have another topic but in this topic you can show anims ask for anims etc. All battlefront 1 and for anyone skeptical about bf2 animations not working on it

http://www.xfire.com/video/423293/ i converted one of aaylas lightsaber animation. If anybody wants an animation for a mod or anything request here

Re: Battlefront 1 Animation Thread

Posted: Thu Mar 03, 2011 5:21 pm
by giftheck
So it seems BF2 anims DO work, so long as they conform to the BF1 skeletons. Cool :o

EDIT: How exactly can you get these into the main game?

Re: Battlefront 1 Animation Thread

Posted: Thu Mar 03, 2011 5:49 pm
by bamdur123
Actually i havent tried custom skeletons, we coudl probably bring a bf2 custom skeleton in (but it has to have same bones as a normal trooper) you take the bf2 animations files, rename them then munge into zaabin and make a custom common.lvl il make a bf2 conversion mod

Re: Battlefront 1 Animation Thread

Posted: Thu Mar 03, 2011 11:09 pm
by jango
this opens a lot more possibilities for mods 8) great work :bowdown: could you get the wampa animation for my hoth hunt?

Re: Battlefront 1 Animation Thread

Posted: Fri Mar 04, 2011 1:15 am
by Ty294
Impressive, most impressive. I look foward to more. New death animations! New death animations!

Re: Battlefront 1 Animation Thread

Posted: Fri Mar 04, 2011 9:06 am
by Ginev
OMG.Aayla combo animation to BF1.AMAZING!It is possible to finish the full combo animation for aayla?I mean not only one hit i talk about the full BF2 aayla combo attack.Is possible?

Re: Battlefront 1 Animation Thread

Posted: Fri Mar 04, 2011 4:31 pm
by bamdur123
To ginev, I cant make combos, but we can try making different animations for a secondary lightsaber animation, and i will possibly make a wampa common if it is needed (the animations)

Re: Battlefront 1 Animation Thread

Posted: Sat Mar 05, 2011 4:30 am
by Ginev
Yes secondary lightsaber with different animation..thats good idea.

Re: Battlefront 1 Animation Thread

Posted: Sat Mar 05, 2011 10:59 pm
by Ty294
Hay, what about the dual pistol animation? That would be great!

Re: Battlefront 1 Animation Thread

Posted: Sat Mar 05, 2011 11:12 pm
by jdee/barc
that doesn't work in BF1 for the following reason

the second model has to be attached to the left hand of the unit in question with the addongeometry command added into the odf. th eonly addons in BF1 are animated capes used by some hero units

trying this addongeometry trick with something that's not a cape, will cause a crash in the game.

Re: Battlefront 1 Animation Thread

Posted: Sun Mar 06, 2011 11:28 am
by AceMastermind
I don't mod SWBF1 so I don't know what works there or not, but if your geometry addon has no animation or is static then you won't need this line(using Vader's cape addon as example):

Code: Select all

AnimationAddon = "imp_inf_vader_cape"
If there is no animation attached to that particular mesh then you shouldn't be calling for one in that property sub-section, you should comment or remove that line since calling for an animation that doesn't exist will likely cause a crash.

In SWBF2 we use only these lines with static geometry addons(example):

Code: Select all

AnimatedAddon = "HAT"
GeometryAddon = "my_hat"
AddonAttachJoint = "bone_head"
I don't see why this wouldn't work in SWBF1 since both games support these same properties.

Re: Battlefront 1 Animation Thread

Posted: Sun Mar 06, 2011 1:29 pm
by giftheck
AceMastermind wrote:I don't mod SWBF1 so I don't know what works there or not, but if your geometry addon has no animation or is static then you won't need this line(using Vader's cape addon as example):

Code: Select all

AnimationAddon = "imp_inf_vader_cape"
If there is no animation attached to that particular mesh then you shouldn't be calling for one in that property sub-section, you should comment or remove that line since calling for an animation that doesn't exist will likely cause a crash.

In SWBF2 we use only these lines with static geometry addons(example):

Code: Select all

AnimatedAddon = "HAT"
GeometryAddon = "my_hat"
AddonAttachJoint = "bone_head"
I don't see why this wouldn't work in SWBF1 since both games support these same properties.
Not sure, but it requires an animation setting for some reason. Has anybody zeroed out the AnimationAddon line (so it reads AnimationAddon = "")

Also, jdee/barc - addons may not work as such but you can easily hex-edit on an addon to the model and it WILL work.

Re: Battlefront 1 Animation Thread

Posted: Sun Mar 06, 2011 2:27 pm
by bamdur123
Your saying we can hexedit on dual weapons and play using them with new animations? worth a try