R2D2 anims

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DarthD.U.C.K.
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Re: R2D2 anims

Post by DarthD.U.C.K. »

did you munge the anims properly etc?
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Re: R2D2 anims

Post by ForceMaster »

this is my ZenAsset.txt

Code: Select all

-- Processing directory C:\BF2_ModTools\data_CRP\Animations\SoldierAnimationBank\r2d2
	Processing file basepose.msh, will save in .\\\r2d2.zaf
*** WARNING: Bone <bone_rootB> may be a floating bone
*** WARNING: Skin model segment 0 has too many/few vert weights?
*** WARNING: Skin model segment 0 has too many/few UVs?
*** WARNING: Skin model segment 0 has too many/few vert colors?
*** WARNING: Skin model segment 0 has too many/few vert weights?
*** WARNING: Skin model segment 0 has too many/few UVs?
*** WARNING: Skin model segment 0 has too many/few vert colors?
*** WARNING: Skin model segment 0 has too many/few vert weights?
*** WARNING: Skin model segment 0 has too many/few UVs?
*** WARNING: Skin model segment 0 has too many/few vert colors?
..
I think that it is correct. after it, I munge the Anims with the munge.bat with this lines:

Code: Select all

@REM munge.bat
@REM Calls %1\munge.bat for all animation subdirectories

@REM soldier animation banks
@call munge_subdir.bat SoldierAnimationBank\r2d2
My odf,

rep_inf_r2d2
Hidden/Spoiler:
[code][GameObjectClass]
ClassParent = "rep_inf_default_droid"

[Properties]
Label = "Jet Trooper"
UnitType = "trooper"
IconTexture = "rep_htrooper_icon"

GeometryName = "rep_inf_r2d2"
GeometryLowRes = "rep_inf_r2d2"

MaxHealth = 2000.0[/code]
rep_inf_default_droid
Hidden/Spoiler:
[code][GameObjectClass]
ClassParent = "rep_inf_default"

[Properties]
MaxHealth = 2000.0

UnitType = "trooper"

AnimationName = "r2d2"

AISizeType = "HOVER"

ControlSpeed = "jet 1.50 1.25 1.25"

JetJump = "6.0" //7 //The initial jump-push given when enabling the jet
JetPush = "8.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "30.0" //Acceleration while hovering.
JetEffect = "rep_sfx_jetpack"
JetType = "hover"
JetFuelRechargeRate = "0.12" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.03" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.10" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.24" //minimum fuel to perform a jet jump(fuel is 0 to 1)

CAMERASECTION = "STAND"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 3.5"
TiltValue = "7.5"

//These probably need to be set
//CAMERASECTION = "STANDZOOM"
//EyePointOffset = "0.0 1.8 0.0"
//TrackCenter = "0.0 1.8 0.0
//TrackOffset = "0.4 0.05 2.8"
//TiltValue = "3.5"

CAMERASECTION = "CROUCH"

EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.5"
TiltValue = "7.5"

//These probably need to be set
//CAMERASECTION = "CROUCHZOOM"
//EyePointOffset = "0.0 1.3 0.0"
//TrackCenter = "0.0 1.3 0.0
//TrackOffset = "0.4 0.2 2.8"
//TiltValue = "3.5"


WEAPONSECTION = 1
WeaponName1 = "rep_weap_inf_r2d2_arccaster"
WeaponAmmo1 = 0

WEAPONSECTION = 2
WeaponName2 = "rep_weap_inf_r2d2_fusioncutter"
WeaponAmmo2 = 0


CollisionScale = "0.0 0.0 0.0"

EngineSound = "rep_inf_Jetpack_engine_parameterized"
TurnOnSound = "rep_weap_jetpack_turnon"
TurnOffSound = "rep_weap_jetpack_turnoff"
TurnOffTime = 0.0


VOUnitType = 121
[/code]
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DarthD.U.C.K.
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Re: R2D2 anims

Post by DarthD.U.C.K. »

hmm maybe it doesnt like the numbers in the animname :-/
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Re: R2D2 anims

Post by FragMe! »

the bone_rootB bone is that the top bone (parent) of the skeleton hierachy?

Perhaps post as screen shot of the skeleton hierarchy as seen in the xsi explorer.

As well some other info I have found out from doing animation exports, the bone_root doesn't get included in the enveloping process but both it and sometimes the dummyroot (depending on what is being animated unit or vehicle) need to have at least 1 keyframe but if you do frames 0, 1 and the last frame on either transition or rotation it is usual good enough.
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Re: R2D2 anims

Post by ForceMaster »

This is the explorer. the model override_texture is the r2 mesh.

Image
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DarthD.U.C.K.
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Re: R2D2 anims

Post by DarthD.U.C.K. »

all the new bones must be child of the original boneroot
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