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Jedi Animations

Posted: Sun Sep 14, 2008 12:07 pm
by MrZora
I am trying to make a character who has Aalya's sabers, and a Double Bladed lightsaber :maulsaber: .
Would the Double Bladed saber work with Aalya's animations, or the other way around(Maul animations with Aalya sabers)?

Re: Jedi Animations

Posted: Sun Sep 14, 2008 1:19 pm
by MetalcoreRancor
Very simple.

Open Aayla's odf, and look at this part here.
Hidden/Spoiler:
[code][GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "rep_inf_aaylasecura.msh"

[Properties]
NumTentacles = "2"
BonesPerTentacle = "3"
TentacleCollType = "0"

AISizeType = "HOVER"

GeometryName = "rep_inf_aaylasecura"
GeometryLowRes = "rep_inf_aaylasecura_low1"

AnimationName = "aalya"
[/code]
The last line of coding is the necessary line to play Aayla's anim set.

Now open aayla's saber coding to this part
Hidden/Spoiler:
[code][WeaponClass]

ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"

[Properties]

GeometryName = "rep_weap_inf_lightsabre"
ComboAnimationBank = "human_sabre melee rep_hero_aalya"
[/code]
The last line is what tells the game to play the .combo file in the same name of Aayla.

Step 1 to convert aayla to using maul's specific saber:
Copy the doublelightsaber msh and tga from CIS folder and place into the folder with aayla. Then change this
GeometryName = "rep_weap_inf_lightsabre"
to this
GeometryName = "cis_weap_inf_doublesabre"

If you want to change the animation to any specific jedi... you'll need 1 more step. Change the ComboAnimationBank = "human_sabre melee" to have whatever combo you want, and
Change AnimationName = "aayla" to
AnimationName = "" the name of the anims you want.