Page 1 of 2
SWBF Animations Talk and Discussion
Posted: Fri Feb 25, 2011 3:10 am
by bamdur123
ive been expirementing and ive made new custmo animations. as seen here

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
Staff can delete this thread. no longer needed
Re: New animations
Posted: Fri Feb 25, 2011 3:25 am
by CommanderCody212
This is cool, looking forward to more.
Re: New animations
Posted: Fri Feb 25, 2011 7:52 am
by jango
that is very nice

wish i knew how to make animations.
Re: New animations
Posted: Fri Feb 25, 2011 2:19 pm
by Ginev
Omg this is amazing!!!Can you explain to us how to make this with our troops too.Please!

:D

Re: New animations
Posted: Fri Feb 25, 2011 3:56 pm
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
Re: New animations
Posted: Sat Feb 26, 2011 7:43 am
by Ginev
Well never mind pls if you have some free minutes can you explain.I really wanna try for my mod.

Re: New animations
Posted: Sat Feb 26, 2011 10:00 am
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.
Re: New animations
Posted: Sat Feb 26, 2011 4:19 pm
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?
Re: New animations
Posted: Sat Feb 26, 2011 6:16 pm
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.
Re: New animations
Posted: Sat Feb 26, 2011 9:44 pm
by bamdur123
looking at the gamorean animations was a good refrence thx.
And i think i solved it cause of looking at it
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)
Re: New animations
Posted: Sun Feb 27, 2011 4:27 am
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.

Re: New animations
Posted: Sun Feb 27, 2011 5:10 am
by bamdur123
There are several files and if you checked the shipped animation included with assets you would know.
Re: New animations
Posted: Sun Feb 27, 2011 5:12 am
by [Padawan]Helkaan
I'm not sure, but I think it's the side LVL.
Re: New animations
Posted: Mon Feb 28, 2011 5:45 pm
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)?
Re: New animations
Posted: Mon Feb 28, 2011 6:57 pm
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)
Re: New animations
Posted: Mon Feb 28, 2011 7:46 pm
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.
Re: New animations
Posted: Thu Mar 03, 2011 2:08 am
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
Re: New animations
Posted: Wed Mar 16, 2011 4:48 pm
by CommanderCody212
Are Clone Assassin moves possible? (don't know how to spell it.)
Re: New animations
Posted: Sun Mar 27, 2011 11:14 am
by MileHighGuy
Where did you put the zaabin and zafbin files in the interface tool to get them to work?
Re: New animations
Posted: Thu Mar 31, 2011 12:53 am
by bamdur123
after munging, edit the .bat and place it in the munged folder (of custom)