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New Skeleton...

Posted: Thu Aug 24, 2006 11:38 pm
by t551
Based on Vyse's announcement about how to create unit animations, so I decided to see if I could create a simple skeleton, and create animations for it.

The skeleton I decided to create is primarily a test, but it also is intended for a mesh, and that mesh is asymetric, but when I use the create 3D skeleton tool, there is always symmetry across the reference plane for the view that I am using.

How do I turn the symmetry off, so that when I click and drag, only one bone is created, as opposed to two symmetric ones?

RE: New Skeleton...

Posted: Fri Aug 25, 2006 5:35 am
by Murdocr
i had the exact same problem recently. in one of the panels on the left hand side, there is a button called "sym". you probably have it pushed.

RE: New Skeleton...

Posted: Fri Aug 25, 2006 7:51 am
by t551
Okay, thanks. I hadn't realised that it was that button doing it, I thought that all it did was mess up translation.

RE: New Skeleton...

Posted: Fri Aug 25, 2006 9:42 am
by Qdin
creating a new skeleton isn't that tough...

But ever thought about just modifying the old Skeleton into a new position? :roll: For not to mention that then you KNOW it works like you want to in-game! :P Now the thing is; do you even have a list over the things you gotta animate? :roll: Don't use the Acklay, I already talked to Fred about that weeks ago, and he said that the Acklay was just a cheap exception, which is the reason that it don't have that many animations.

I THINK you gotta write a full list of What-to-do animations :)

RE: New Skeleton...

Posted: Fri Aug 25, 2006 3:20 pm
by t551
Well, this thing I'm creating is not anything like a two-legged, two-armed man, and all it's probably ever going to be is a local that runs jumps, and maybe takes a swipe. Do you think that I would be able just create a few animations and make the combo file so that it can only do those things? If I can't I don't mind, it's not a very complex skeleton, just... different.

RE: New Skeleton...

Posted: Fri Aug 25, 2006 4:16 pm
by Qdin
My personnal opinion on this certain topic is, that EVERYONE can do that; the question is just who does it first. I COULD have posted about this months ago like everyone else, but still I don't know how many of the animations which are vital...

I wouldn't mind helping you with this, since it's really what the game needs, and I could use some help from a 2nd person about the ideas etc. to make i.e. a 4-legged skeleton :)

Just answer these questions: Where will the various animations be? What will they be called? and where do you call for the animations? :wink: 3 questions you and I need answers to; at least I know that I'm not 100% sure about all 3 questions :wink:

RE: New Skeleton...

Posted: Fri Aug 25, 2006 4:33 pm
by Murdocr
i too wouldn't mind knowing how to do this, as i have to make animations for the Reek for Moving_target which requires similar animations to the one described above. just a run, jump and attack.
@ Qdin: the animations go in C:\BF2_ModTools\data_TST\Animations. #2: no idea. #3 you call for the animations in the odf file of your character using: SkeletonName = "Name of Anims/zaabin/zafbin file". and yeah the game does need new anims in it.

Posted: Fri Aug 25, 2006 4:48 pm
by t551
Yes, the individual scenes that consist of just the skeleton animated doing some action are listed in a .anims file like this:

human_0.anims:

Code: Select all

ucft
{
	ANIM
	{
		"human_rifle_crouchalert_idle_emote_full"
		"human_rifle_crouchalert_walkbackward"
		"human_rifle_crouchalert_walkforward"
		"human_rifle_crouch_hitfront"
		"human_rifle_crouch_hitleft"
		"human_rifle_crouch_hitright"
		"human_rifle_crouch_idle_emote_full"
		"human_rifle_crouch_idle_takeknee_lower"
		"human_rifle_crouch_reload_full"
		"human_rifle_crouch_shoot_full"
		"human_rifle_crouch_turnleft"
		"human_rifle_crouch_turnright"
		"human_rifle_crouch_walkbackward"
		"human_rifle_crouch_walkforward"
		"human_rifle_standalert_idle_emote_full"
		"human_rifle_standalert_runbackward"
		"human_rifle_standalert_runforward"
		"human_rifle_standalert_walkforward"
		"human_rifle_stand_deadhero_full"
		"human_rifle_stand_death_backward"
		"human_rifle_stand_death_forward"
		"human_rifle_stand_death_left"
		"human_rifle_stand_death_right"
		"human_rifle_stand_getupback"
		"human_rifle_stand_getupfront"
		"human_rifle_stand_hitback"
		"human_rifle_stand_hitfront"
		"human_rifle_stand_hitleft"
		"human_rifle_stand_hitright"
		"human_rifle_stand_idle_checkweapon_full"
		"human_rifle_stand_idle_emote_full"
		"human_rifle_stand_idle_lookaround_full"
		"human_rifle_stand_reload_full"
		"human_rifle_stand_runbackward"
		"human_rifle_stand_runforward"
		"human_rifle_stand_shoot_full"
		"human_rifle_stand_shoot_secondary2_full"
		"human_rifle_stand_shoot_secondary_full"
		"human_rifle_stand_turnleft"
		"human_rifle_stand_turnright"
		"human_rifle_stand_walkforward"
	}
}
Intruigingly, this is structured like a .req file.

Now here's the sticking point. The CIS (if I say animation files, I'm referring to the .zaabin .zafbin and .anims files) animation files are in the CIS/munged folder, and are named bdroid_0, etc, and we know that the B-1 battledroid uses a custom skeleton, which is what we are going for.

However, every topic I've seen has said to place the animated .msh's in a subfolder of the comon folder. So how do the munged animation files end up in your side's munged folder?

Posted: Fri Aug 25, 2006 5:06 pm
by Qdin
haha - in case you didn't notice that's only the animations for carrying a rifle-type weapon :wink: you need the more common one, such as idle, jump, landhard, landsoft etc. even though the 2 last goes onder weapons as well :roll: but you get the point :)

Posted: Fri Aug 25, 2006 5:10 pm
by t551
Yes, I know that. I was just giving an example, to try and organise my thoughts.

I need a big dry-erase board, so I can write all this down.

Posted: Fri Aug 25, 2006 5:15 pm
by Vyse
t551t551 wrote:However, every topic I've seen has said to place the animated .msh's in a subfolder of the comon folder. So how do the munged animation files end up in your side's munged folder?
Look in the Jedi Creation doc. It very clearly shows how you place your exported msh animation into the animation template in your modID data folder and you munge the animation template and it makes the .zabin etc. and places them in your side folder for you.

I wish we could setup our own "class" of sorts instead of just replacing rifle or melee type animation class. Is that possible? The biggest draw back is that there isn't a .combo file for anything but Jedi's where you can pop in the animation where you want it.

Good Luck

Posted: Fri Aug 25, 2006 5:56 pm
by t551
Well, tonight I'm going to print out every conceivable piece of Documentation and every forum topic that I can find on animation, meditate on it, and see what I come up with in the morning.

Posted: Fri Aug 25, 2006 6:22 pm
by t551
I can't find cis_inf_default.odf, the classparent of cis_inf_default_rocketeer. Could someone check for me to see whether they have that file, and, if so, post it here?

Posted: Fri Aug 25, 2006 6:33 pm
by Moving_Target
It should be in the BF2modtools/assests/sides/cis/odf below cis_hover_aat then rocketeer right below cis_inf_default.

Posted: Fri Aug 25, 2006 6:36 pm
by t551
Nope, the first file like it is cis_inf_default_droideka.odf , no cis_inf_default.

cis_inf_default.odf

Posted: Fri Aug 25, 2006 8:24 pm
by AceMastermind
cis_inf_default.odf
Hidden/Spoiler:
[code][GameObjectClass]

// Base class for all CIS soldiers, inherits from com_inf_default
ClassParent = "com_inf_default"
GeometryName = "cis_inf_bdroid.msh"

[Properties]
ExplosionName = "cis_inf_droid_exp"
HealthType = "droid"

// most droids have funky posture, easiest to put it here
CollisionHeadOffset = "0.0 -0.11 0.05"


ChunkFrequency = 0.6

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "bdroid_chunk1"
ChunkNodeName = "bone_neck"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "bdroid_chunk2"
ChunkNodeName = "bone_l_upperarm"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "bdroid_chunk3"
ChunkNodeName = "bone_l_calf"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "bdroid_chunk4"
ChunkNodeName = "bone_r_thigh"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "bdroid_chunk5"
ChunkNodeName = "bone_a_spine"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0


HurtSound = "cis_inf_com_chatter_wound"
DeathSound = "droid_death"
DamageRegionSound = "cis_inf_com_chatter_wound"
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
LowHealthSound = ""
//LowHealthThreshold = ".25"
FoleyFXClass = "cis_inf_droid"[/code]

Posted: Fri Aug 25, 2006 8:34 pm
by t551
Thanky-thanky. But I managed without it. I have compiled a set of notes on the games animation system, and if what I think I'm supposed to do is actually what I'm supposed to do, I will release them and a real tutorial. It seems to be (hehe) quite simple.

Posted: Fri Aug 25, 2006 9:53 pm
by t551
Minor setback:

The Pandemic Mesh exporter is crashing apparently on some effectors (nulls at the end of a chain of bones), so I'll see what I can do. Any insight would be greatly appreciated.

EDIT: Never mind. I have overcome this obstacle on the road to success!

EDIT 2: New Problem. Whenever I try to export a basepose, XSI just crashes. No explanation. This also happened when I was trying to do this for a custom flyer. I can export the mesh just fine, but when I hide the layer that contains the mesh, it dies.

EDIT 3: Well I'm just outdoing myself, fixed that too.

Posted: Sat Aug 26, 2006 5:40 am
by Murdocr
lol, good news. is animating units the same as animating flyers, because if it is, then i have done it, so it shouldn't be too hard for me. BTW what is it that you are animating, or is that a secret?

Posted: Sat Aug 26, 2006 12:14 pm
by t551
It's a semi-secret, and yes, it is sort of like animating flyers.