Animation Heirarchies (how to make turrets move with frigate

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xwingguy

Animation Heirarchies (how to make turrets move with frigate

Post by xwingguy »

This is really quite simple. It allows you to make objects move exactly in time with an animated object. (Assuming you know how to ZE animate in the first place.)

First off make an animation group.

DO NOT SELECT DISABLE HEIRARCHIES!

Look at the Heirarchies window in the right side of the screen near the bottom.

Click on ADD button under Heir. List. This will create a heirarchy

where it says rootname, type in the name of the object that has an animation already associated with it. (i.e. the frigate)

Now click on the ADD button under Obj list. This will add an object that will follow the same path as the frigate. NOTE: This add button is a little weird, it only works if you click the upper part of it.

Now in the textbox titled Selected Object, enter the name of the object that is going to follow the rootobject. (i.e. the turret)

repeat the the previous 2 steps as necessary. That's all there is to it!
Rekubot
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RE: Animation Heirarchies (how to make turrets move with fri

Post by Rekubot »

Thanks xwingguy. I was wondering how to do that without animating the turrets themselves. Is there any chance that regions will be allowed into the hierarchy? Or is that impossible?
xwingguy

RE: Animation Heirarchies (how to make turrets move with fri

Post by xwingguy »

impossible
Rekubot
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Jedi
Posts: 1080
Joined: Wed Apr 05, 2006 12:34 pm
Projects :: No Mod project currently.
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Location: UK

RE: Animation Heirarchies (how to make turrets move with fri

Post by Rekubot »

Yep, that's what I thought. I assume that vehicles are also impossible, seeing as they're well... vehicles.
xwingguy

RE: Animation Heirarchies (how to make turrets move with fri

Post by xwingguy »

it's possible to animate a vehicle like how the mygeeto campaign did.
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