Custom Animation Sets?

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.

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bamdur123
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Custom Animation Sets?

Post by bamdur123 »

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?
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DarthD.U.C.K.
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Re: Custom Animation Sets?

Post by DarthD.U.C.K. »

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.
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bamdur123
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Joined: Fri Oct 15, 2010 7:15 pm
Projects :: Tython-Siege of Darkness Zombie Hotel
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Location: Ohio, USA

Re: Custom Animation Sets?

Post by bamdur123 »

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 :D 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
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