How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.
it is possible but you need to make it an unit with skeleton, which requires to make all needed anims but for r2d2 you should be be able to just take the idlepose, copy it and name it like the needed anims
1.no
2. this is the most easy way giving him the new anims i can imagine:
1.implement the new bones into theshipped skeleton and export it as new skeleton
2.envelope r2 only to the new bones
3.now animate the new bones of the skeleton and export the appropriate anims (jetpack_hover; jump and maybe idle; landhard and landsoft)
4. munge a new animset with the new anims only and got cool new anims without having to make al 20 baseanims or rename the idle to them
Now i tried the same, but the animations weren´t loaded at all: the enveloped object stays static during all anims, as if the custom anims aren't loaded at all. I think i got it all setup correctly
ill do it tomorrow, learning for mathcoursepaper this night
EDIT:here it is
1. import the unit_template_beta into your r2-scene
2. drag r2 and his sv under the dummyroot and delete the old sv and override_texture
3. drag the new bones/nulls you created for r2 under the bone_root
4. envelope r2 to the new bones you made for him (not to any bone of the shipped skeleton!)
5. when you are done, keyframe all bones on 0 and 1
6. set the timeline to 0-1, set the timer to 0, branchselect the dummyroot (and delete everything but the skeleton if you want) and export with:
-select exported model only
-export animation
-export fk animation
-ingnore basepose (this doesnt ignore the basepose, i dont know what its supposed to be)
-use current frame as basepose
save the msh as baspose.msh
7. export the unit with branchselect and the anim-related boxes above unchecked to r2d2.msh or whatever you wat
8. now animate the new bones, branchselect and export the animations as usual
9. when you exported all anims, munge a new animset (only the new basepose and anims)
10. give r2 the new set in the odf and make shure the weapon uses the animationbank you made the custom anim for
(like "pistol" if you called your animations "r2_pistol_jetpack_hover.msh")
Did that, no animations played at all. For some reason I think the bones aren't loaded in an anim, dunno why. You COULD try making it saber anims, ORRR just using the normal skelleton, with new anims (one static - one jetpack etc.)