SWBF Animations Talk and Discussion

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bamdur123
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SWBF Animations Talk and Discussion

Post by bamdur123 »

ive been expirementing and ive made new custmo animations. as seen here

Image
a new standing animation. it only works when i put it in common.lvl if i want thsi in my mod only. how could i incorporate it without making a new common.lvl


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Last edited by bamdur123 on Fri Apr 01, 2011 5:40 pm, edited 2 times in total.
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Re: New animations

Post by CommanderCody212 »

This is cool, looking forward to more.
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Re: New animations

Post by jango »

that is very nice :thumbs: wish i knew how to make animations.
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Re: New animations

Post by Ginev »

Omg this is amazing!!!Can you explain to us how to make this with our troops too.Please! :D:D :eek:
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Re: New animations

Post by bamdur123 »

well i can explain how you make it. but i was wondering if i could get this into a mod without changing the common.lvl
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Re: New animations

Post by Ginev »

Well never mind pls if you have some free minutes can you explain.I really wanna try for my mod. :thumbs:
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Re: New animations

Post by Ty294 »

New death animations would be the coolest thing to add IMO. I get sick of having like 2 death animations in the whole game.

As for adding to mods, the only way I can see you not changing the common.lvl is adding it to the "munged" folder in a custom side (the anim would be under a different name ofc) and changing the animation reference in each of the sides soldier ODFs.
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Re: New animations

Post by bamdur123 »

Ok ill make a tutorial. you need to have an understanding of xsi to use it. say if i made a new stand anim (like up there) its name is Human_rifle_stand_idle_emote. so if i rename the new folder. stand i would change it to Stand_rifle_stand_idle_emote? then in odf put Stand as my animation?
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Re: New animations

Post by Ty294 »

Err. Is the standing animation combined with the other soldier animations? Like for example, in the Geonosian, Ewok and Gamorrean sides there are animitions used by each unit that are similar to the standard soldier animations but have scaling (or in the case of the Gamorrean, a new melee animation). I don't know much about animations so I may be way off track here.
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Re: New animations

Post by bamdur123 »

looking at the gamorean animations was a good refrence thx. And i think i solved it cause of looking at it :D what i see for the stand animation there is
human_gam_stand_idle_emote

gam would be the new animation bank (from my new understanding) now its not the unit odf that duels with using the animation. its the weapon odf. in the odf gam_weap_inf_axe.odf you can see.
GeometryName = "gam_inf_weap_axe"
AnimationBank = "gam"

ANIMATION BANK = GAM!

now lets say this. we have a unit that uses the rifle odf. now in that it would be this

[Properties]
AnimationBank = "rifle"
GeometryName = "rep_weap_inf_rifle"

ANIMATION BANK RIFLE!

meaining all the animations

that have _rifle_ in the second word belong to that animation bank.
so if i renamed my new animation
which i previosly had was human_rifle_stand_idle_emote. to something like human_newanimation_stand_idle_emote then that would work. but you would need to do the following

1.) either make new animations
2.) copy all other animations needed for that animations bank. (example: human_rifle_fall to human_newanimation_fall)
3.)in the odf like this
[Properties]
AnimationBank = "rifle"
GeometryName = "rep_weap_inf_rifle"

change the anim names to

[Properties]
AnimationBank = "newanimation"
GeometryName = "rep_weap_inf_rifle"

and that should work while using that weapon. same applies to it all.
(you would still use all_inf_snowtrooper for the animation for the unit if i am correct- maybe specify your new animation) i havent tested this yet but i probably am soon. I can go into much more detail i bet

Edit: looking in the gamorean UNIT odf now and it has the animation set like this

GeometryName = "gam_inf_gamorreanguard"
GeometryLowRes = "gam_inf_gamorreanguard_low1"
SkeletonName = "gamorrean_animation"
SkeletonLowRes = "gamorrean_animation_lowres"
AnimationName = "gamorrean_animation"

MEANING! that the game will use the custom animations AND will use stock animations whenever possible. (in the gamoreans case, if you didnt make new anims for it, it would look deformed trying to use the stock animations) If no new animations are provided, my 2 guesses, it will use stock ones or it will skip that animation-(gamorean doesnt have all animations that human_animation_bank_3 does)
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Re: New animations

Post by Ginev »

Well can you give us the animation that you show us here?I really wanna try.If you will use it for your mod then we have to wait.No problem. :funny2:
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Re: New animations

Post by bamdur123 »

There are several files and if you checked the shipped animation included with assets you would know.
Last edited by bamdur123 on Sun Feb 27, 2011 7:57 pm, edited 1 time in total.
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Re: New animations

Post by [Padawan]Helkaan »

I'm not sure, but I think it's the side LVL.
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Re: New animations

Post by giftheck »

Through your tut, I wonder if it's possible to port animations through from BF2 to BF1 (since it seems all you would have to do is rename them)?
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Re: New animations

Post by bamdur123 »

i havent tried but it probably would work, we could try to bring force choke into swbf 1 or other things (Not sure)
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Re: New animations

Post by jdee/barc »

actually the animations are stored like this
human, jawa, super battle droid, ig88, b1 droid animations and skeletons, and speederbike/turret poses are stored in common.lvl

vehicle anims like takeoff animations for the MAF, or walking animations for the AT-ST are stored in their respective side lvls.
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Re: New animations

Post by bamdur123 »

You are kind of true, the human animation banks have many many animations and you can make your own animation bnaks unless its hard coded (in the 1.2 patch if new animation banks arentp ossible the GAMOREON animations wouldnt be possible, they have there own animations) in the exe there is bone coding yes but i think this is possible, i will try today, i tried converting acklay to swbf, i think it has too many bones and crashed. and yes in the common.lvl you can change animatoins there but if you wanted ur own for a map YOU NEED A NEW ANIMATION BANK from what we know


EDIT
I have tried my new theory and i cant get it to work, if you want custom animation you need to make a new common.lvl
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Re: New animations

Post by CommanderCody212 »

Are Clone Assassin moves possible? (don't know how to spell it.)
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Re: New animations

Post by MileHighGuy »

Where did you put the zaabin and zafbin files in the interface tool to get them to work?
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Re: New animations

Post by bamdur123 »

after munging, edit the .bat and place it in the munged folder (of custom)
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