Page 1 of 1
Some anims being ignored
Posted: Sat Nov 21, 2009 7:07 pm
by Fiodis
I munged a custom animset. In-game, some of them work, but others don't. Particularly, I made an animset for "villagers" that has vader's walk and idle as the rifle walk and idles. I know I referenced them properly and that they are, in fact, munging, as in-game the units with the invisible rifles take on Vader's idle stance. When they walk, however, it's the stock rifle walking anim.
There's nothing in the error log that looks suspicious. What is happening?
Re: Some anims being ignored
Posted: Sun Nov 22, 2009 6:38 am
by DarthD.U.C.K.
how did you call the custom animations?
Re: Some anims being ignored
Posted: Sun Nov 22, 2009 3:54 pm
by Fiodis
I munged them as "normal". I renamed them to have "normal_" in the beginning. This I can do, yes? I've seen, for example, "gunner" and "elite" animsets before, so you don't have to replace a stock one...do you?
Re: Some anims being ignored
Posted: Mon Nov 23, 2009 2:32 pm
by DarthD.U.C.K.
and you both have run_ and walk_forward anims?
did you give the villagers the correct animset?
Re: Some anims being ignored
Posted: Mon Nov 23, 2009 3:21 pm
by FragMe!
So you copied the anims you wanted into a directory called normal, changed the first part to normal_ and edited the munge.bat file in that directory so the the name of the output .zaf file was also normal.
@call ..\munge_animation.bat "/keepframe0 /dest normal.zaf" Sides\ABC
Then in the units odf you indicate the skeleton name to be normal?
SkeletonName = "normal"
If not try doing that, as well you may also need to edit the ingame.req file to include the normal anim set, would get rid of everything else in the ingame.req except for that part as it will just give unnecessary errors.
ucft
{
REQN
{
"animbank"
"normal"
}
}
You will also need to have a dc:ingame line in your script, this is in addition to (not instead of) the normal one that is there, see topic in FAQ.
Hope this helps
Re: Some anims being ignored
Posted: Mon Nov 23, 2009 6:13 pm
by Fiodis
I don't have both run and walk; only walk. Run anims are necessary? I thought it would just revert to stock ones? And I have AnimationName = "normal". Is that the same as SkeletonName?
Re: Some anims being ignored
Posted: Mon Nov 23, 2009 6:47 pm
by FragMe!
I believe it has to be SkeltonName if you look at any unit that does not use human anims by default it always states the skeleton name (just figured this one out when typing earlier response) which matches name of the .anim .zaabin and .zafbin files. But the odf doesn't necessarily state the AnimationName. And no you don't need to include anything you don't mind it reverting back to human anims for like the run.
Re: Some anims being ignored
Posted: Mon Nov 23, 2009 8:56 pm
by Havoc 526
I've had this problem recently. In the name of the walking and/or running anims, you need to add "_full" to the end. Let me know if that fixes it.
Re: Some anims being ignored
Posted: Mon Nov 23, 2009 9:17 pm
by Fiodis
I believe they already have _full on the ends of their names. In regards to FragMe, why does it partially work when I use AnimationName? The idle stance is, after all, showing up.
Re: Some anims being ignored
Posted: Tue Nov 24, 2009 2:17 am
by DarthD.U.C.K.
the units use runforward, not walkforward, thats your problem, rename the walkforward anim to runforward
(i dont know if the walkforward anim is used at all)
Re: Some anims being ignored
Posted: Tue Nov 24, 2009 2:26 am
by kinetosimpetus
I think it is used if, for instance, you use a joystick instead of keyboard for movement, at less than full speed, its been a while since ive played, so theres a chance im wrong, but i doubt it....