How to import Player/Vehicle Animations into XSI?

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.

Moderator: Moderators

Post Reply
Redline
2nd Lieutenant
2nd Lieutenant
Posts: 396
Joined: Tue Jan 16, 2007 4:22 pm
Projects :: Space to Ground [reworking]
Games I'm Playing :: Different Games
xbox live or psn: No gamertag set
Location: The left side of the moon
Contact:

How to import Player/Vehicle Animations into XSI?

Post by Redline »

Which programme do I need to import player animations into XSI?
[Padawan]Helkaan
Sith
Sith
Posts: 1444
Joined: Mon Aug 16, 2010 3:01 pm
Projects :: Dunno. Maybe making something
Games I'm Playing :: Some.

Re: How to import Player/Vehicle Animations into XSI?

Post by [Padawan]Helkaan »

Do you mean importing the JKA animations into XSI? I fyes, the JKA anims are already at .xsi format.
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: How to import Player/Vehicle Animations into XSI?

Post by DarthD.U.C.K. »

i think hes talking of swbf-animations. its sadly impossible to import them into xsi.
Redline
2nd Lieutenant
2nd Lieutenant
Posts: 396
Joined: Tue Jan 16, 2007 4:22 pm
Projects :: Space to Ground [reworking]
Games I'm Playing :: Different Games
xbox live or psn: No gamertag set
Location: The left side of the moon
Contact:

Re: How to import Player/Vehicle Animations into XSI?

Post by Redline »

Sadly impossible that people make it possible at this page?
FragMe!
Gametoast Staff
Gametoast Staff
Posts: 2244
Joined: Sat May 13, 2006 12:34 am
Projects :: Not sure keep changing my mind.
Games I'm Playing :: F1 and SWBF
xbox live or psn: No gamertag set
Location: Origin name GT_FragMe
Contact:

Re: How to import Player/Vehicle Animations into XSI?

Post by FragMe! »

None of the current converters, 3DUnwrap, 3DObjectconverter etc export animation although the do export nulls for bones (exported as .xsi)

Now you could get partial animation information which you would then have to apply to each bone transition manually. The information can be retrieved by adding /comp_debug 0 /debug after zaf in the .bat file for the animation. This will create a .zat file which has tons of information plus the joint transform/roatation information for the first 10 frames (unfortuantely) and the last frame but unless you can figure out and translate quat (4 coordinate rotation information) it would be quite hard.

Here is an example of part of the zat, it is Han Solo special animations.
Hidden/Spoiler:
[code]ANMS
{
File format version: 8.0
comp_debug level: 0
Num Animations: <5>
ANIM
{
Anim Name: <hansolo_pistol_standalert_idle_emote>
Anim Name CRC: <0x9a984d87>
Num Frames: <51>
Num Frames (from keys[0].quats.size) <51>
Num Joints: <26>
transBitFlags: <0x4>
AKEY
{
Jointname: <DummyRoot>
Joint CRC: <0x4446e9b8>
transBitFlag: 0
Compressed size: 828->32 bytes (3.9%)
First 10 keys <quat/pos>:
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
Last quat key: <0.000000,0.000000,0.000000,1.000000>
Last pos key: <0.000000,0.000000,0.000000>
}
AKEY
{
Jointname: <ALL_Pilot_Powerpack>
Joint CRC: <0xc7c743d8>
transBitFlag: 0
Compressed size: 828->32 bytes (3.9%)
First 10 keys <quat/pos>:
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
-- <0.000000,0.000000,0.000000,1.000000> <0.000000,0.000000,0.000000>
Last quat key: <0.000000,0.000000,0.000000,1.000000>
Last pos key: <0.000000,0.000000,0.000000>
}
AKEY
{
Jointname: <bone_root>
Joint CRC: <0x16e27226>
transBitFlag: 1
Compressed size: 1428->290 bytes (20.3%)
First 10 keys <quat/pos>:
-- <0.016442,0.056343,-0.000546,0.998276> <-0.024966,0.975869,-0.053463>
-- <0.016442,0.056343,-0.000546,0.998276> <-0.025449,0.975196,-0.055220>
-- <0.016442,0.056343,-0.000546,0.998276> <-0.025893,0.974940,-0.056838>
-- <0.016442,0.056343,-0.000546,0.998276> <-0.026310,0.974939,-0.058353>
-- <0.016442,0.056343,-0.000546,0.998276> <-0.026701,0.975113,-0.059777>
-- <0.016442,0.056343,-0.000546,0.998276> <-0.027069,0.975412,-0.061116>
-- <0.016442,0.056343,-0.000546,0.998276> <-0.027414,0.975806,-0.062374>
-- <0.016442,0.056343,-0.000546,0.998276> <-0.027738,0.976271,-0.063551>
-- <0.016442,0.056343,-0.000546,0.998276> <-0.028039,0.976792,-0.064649>
-- <0.016442,0.056343,-0.000546,0.998276> <-0.028320,0.977357,-0.065668>
Last quat key: <0.016442,0.056343,-0.000546,0.998276>
Last pos key: <-0.024966,0.975869,-0.053463>
}
AKEY
{
Jointname: <bone_a_spine>
Joint CRC: <0x5de52389>
transBitFlag: 0
Compressed size: 828->214 bytes (25.8%)
First 10 keys <quat/pos>:
-- <0.461374,0.477109,0.515976,0.541544> <0.000000,0.000000,0.000000>
-- <0.461789,0.479873,0.513407,0.541190> <0.000000,0.000000,0.000000>
-- <0.461854,0.482605,0.511589,0.540426> <0.000000,0.000000,0.000000>
-- <0.461535,0.485322,0.510142,0.539633> <0.000000,-0.000000,0.000000>
-- <0.461597,0.487652,0.508669,0.538868> <0.000000,0.000000,0.000000>
-- <0.461482,0.490166,0.507382,0.537899> <0.000000,0.000000,0.000000>
-- <0.461160,0.492482,0.506271,0.537106> <0.000000,-0.000000,0.000000>
-- <0.461012,0.494606,0.504956,0.536518> <0.000000,-0.000000,0.000000>
-- <0.460687,0.496917,0.503826,0.535724> <0.000000,0.000000,0.000000>
-- <0.460361,0.498840,0.503067,0.534930> <0.000000,0.000000,0.000000>
Last quat key: <0.461374,0.477109,0.515976,0.541544>
Last pos key: <0.000000,0.000000,0.000000>
}[/code]
Looking at 1 line
<0.016442,0.056343,-0.000546,0.998276> <-0.024966,0.975869,-0.053463>
These first four numbers relate to rotation the last set are position

Like I said lots of fun and work.
THEWULFMAN
Space Ranger
Posts: 5557
Joined: Tue Aug 17, 2010 3:30 pm
Projects :: Evolved 2
Location: Columbus, Ohio
Contact:

Re: How to import Player/Vehicle Animations into XSI?

Post by THEWULFMAN »

I had talked about this to my team, and in regard to FragMe!'s solution, it is literally, easier to make new animations that mimic the stock ones.
Post Reply