Animation problem

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
User avatar
Marvel4
Rebel Colonel
Rebel Colonel
Posts: 556
Joined: Mon Jun 21, 2010 12:57 pm
Projects :: Marvel4s BF1 Conversion Pack + Era Mod

Animation problem

Post by Marvel4 »

Hi!
I have a problem with NeoMarz' Magnaguard. The model is scaled by 1.1 in the msh.option file, so I created new animations for him by scaling Maul's animations by 1.1. I'm also using Maul's combo file.

Now, everything looks normal when he is just standing or attacking, but when turning or walking, he sinks into the floor.
stardestroyer001
Sergeant Major
Sergeant Major
Posts: 239
Joined: Fri Apr 16, 2010 7:02 pm
Projects :: Space Coruscant [before it corrupted]
Games I'm Playing :: World of Warships
xbox live or psn: StarDestroyer75
Location: Canada
Contact:

Re: Animation problem

Post by stardestroyer001 »

Perhaps this had better go to the modeling hub (3D Modeling and Animation thread).
Deviss
Master of the Force
Master of the Force
Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Re: Animation problem

Post by Deviss »

so sorry, i did must put assets of anim also :S, your anim munge.bat is this?
@call ..\munge_animation.bat "/keepframe0 /scale 1.10 /dest magnaguard.zaf /comp_debug 0 /debug" Sides\NEW

and please post your odf unit :)
also , you have the mode.msh.option file no??
User avatar
Marvel4
Rebel Colonel
Rebel Colonel
Posts: 556
Joined: Mon Jun 21, 2010 12:57 pm
Projects :: Marvel4s BF1 Conversion Pack + Era Mod

Re: Animation problem

Post by Marvel4 »

Yes, thats how my munge.bat looks like. And this is my msh.option:
-scale 1.1 -nocollision

I also tried using SkeletonRootScale = "1.10" in the odf, but that just moved him up.
Deviss
Master of the Force
Master of the Force
Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Re: Animation problem

Post by Deviss »

Marvel4 wrote:Yes, thats how my munge.bat looks like. And this is my msh.option:
-scale 1.1 -nocollision

I also tried using SkeletonRootScale = "1.10" in the odf, but that just moved him up.
wow is strange, for me work fine :S, please clean and munge your side :)
User avatar
Marvel4
Rebel Colonel
Rebel Colonel
Posts: 556
Joined: Mon Jun 21, 2010 12:57 pm
Projects :: Marvel4s BF1 Conversion Pack + Era Mod

Re: Animation problem

Post by Marvel4 »

Already tried that several times, but it didn't work.
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: Animation problem

Post by AQT »

Does using an unscaled MSH with unscaled animations fix the issue? How about using a scaled MSH with unscaled animations?
User avatar
Marvel4
Rebel Colonel
Rebel Colonel
Posts: 556
Joined: Mon Jun 21, 2010 12:57 pm
Projects :: Marvel4s BF1 Conversion Pack + Era Mod

Re: Animation problem

Post by Marvel4 »

Yes, with everything unscaled it works, but then the cape is floating above his head. When using unscaled animations the head is sunken into his body.
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: Animation problem

Post by DarthD.U.C.K. »

only scaling the animation or msh cant give you proper results because the unit will either stretched or bloated ingame
Post Reply