for a mod ive been wanting to change some animation
so i went into xsi i changed some ways the bones looked then exported as
human_rifle_jetpack_hover.msh
went into the human_animation_0 folder. replaced the new one, munged, then in the odf specified that. in game i see no change. is there something else i need to do?
Custom Animation Sets?
Moderator: Moderators
- bamdur123
- Sergeant Major

- Posts: 243
- Joined: Fri Oct 15, 2010 7:15 pm
- Projects :: Tython-Siege of Darkness Zombie Hotel
- Location: Ohio, USA
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
Re: Custom Animation Sets?
you should create a new animationset if you want to use customanims, you can find a tutorial here
editing human_ animationsets requires a new ingame.lvl. that is the reason why its only done when absolutely necessary, for 9pose animations for example.
editing human_ animationsets requires a new ingame.lvl. that is the reason why its only done when absolutely necessary, for 9pose animations for example.
- bamdur123
- Sergeant Major

- Posts: 243
- Joined: Fri Oct 15, 2010 7:15 pm
- Projects :: Tython-Siege of Darkness Zombie Hotel
- Location: Ohio, USA
Re: Custom Animation Sets?
ok. do you know how to edit ingame.lvl for swbf?
EDIT
actually... while looking through alot of the assets i looked through common.
(this is for bf1)
there is
human_animation:
0
1
2
3
4
alert
fp
lowrez
.zaabin and .zafbin... this should fix my problem by making a custom common. it worked
just how could i include this in a sides mod wihout using a common.......
EDIt: just relized the animtion was the basepose stance.... im nto sure why
EDIT
actually... while looking through alot of the assets i looked through common.
(this is for bf1)
there is
human_animation:
0
1
2
3
4
alert
fp
lowrez
.zaabin and .zafbin... this should fix my problem by making a custom common. it worked
EDIt: just relized the animtion was the basepose stance.... im nto sure why
