thanks in advance
Animation problem with Vader
Moderator: Moderators
-
Deviss
- Master of the Force

- Posts: 3772
- Joined: Tue Aug 12, 2008 7:59 pm
- Projects :: Clone Wars Extended
Animation problem with Vader
hi there to everybody
yeah bothering again, i got perfect reconverted vader xD i enveloped it using unit template skeleton, scaled up via msh.option and odf all is right, but when i use vader's anim he float on the floor :S
iknow is vader problem of course so i want know if there is any way for fix it
, for example modifying the anim munge.bat maybe?
thanks in advance
Hidden/Spoiler:
thanks in advance
-
MetalcoreRancor
- Brigadier General

- Posts: 628
- Joined: Thu Jun 07, 2007 11:13 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: animation problem with vader
/scale 1.0 works in anim munge.bat yes. Rescale how you want and if that doesn't work, well I don't know what can aside from editing his basepose.
-
Deviss
- Master of the Force

- Posts: 3772
- Joined: Tue Aug 12, 2008 7:59 pm
- Projects :: Clone Wars Extended
Re: animation problem with vader
actually i edited it to scale 1.15 xD, and using stock basepose because i enveloped model using normal one, other ideaMetalcoreRancor wrote:/scale 1.0 works in anim munge.bat yes. Rescale how you want and if that doesn't work, well I don't know what can aside from editing his basepose.
-
MetalcoreRancor
- Brigadier General

- Posts: 628
- Joined: Thu Jun 07, 2007 11:13 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: Animation problem with Vader
Reduce the scaling in the animation munge. 0.95
-
FragMe!
- Gametoast Staff

- Posts: 2244
- Joined: Sat May 13, 2006 12:34 am
- Projects :: Not sure keep changing my mind.
- xbox live or psn: No gamertag set
- Location: Origin name GT_FragMe
- Contact:
Re: Animation problem with Vader
Are you just putting in the new msh without doing a new animation set?
-
Deviss
- Master of the Force

- Posts: 3772
- Joined: Tue Aug 12, 2008 7:59 pm
- Projects :: Clone Wars Extended
Re: Animation problem with Vader
i dont know make new anims, so i only munged vader animFragMe! wrote:Are you just putting in the new msh without doing a new animation set?
-
FragMe!
- Gametoast Staff

- Posts: 2244
- Joined: Sat May 13, 2006 12:34 am
- Projects :: Not sure keep changing my mind.
- xbox live or psn: No gamertag set
- Location: Origin name GT_FragMe
- Contact:
Re: Animation problem with Vader
If you didn't make new anims then you shouldn't need to remunge the anims.
In Vader's original is there a skeltonrootscale line?
If so then that means the original vader used the standard skeleton.
Have you tried using the original animation files and the orignal vader.odf? If so what happens?
You may have to do a clean to get rid of any changes you have made, make sure to remove any .anm zafbin and zaabin files that would have been updated in the munged folder.
In Vader's original is there a skeltonrootscale line?
If so then that means the original vader used the standard skeleton.
Have you tried using the original animation files and the orignal vader.odf? If so what happens?
You may have to do a clean to get rid of any changes you have made, make sure to remove any .anm zafbin and zaabin files that would have been updated in the munged folder.
-
Deviss
- Master of the Force

- Posts: 3772
- Joined: Tue Aug 12, 2008 7:59 pm
- Projects :: Clone Wars Extended
Re: Animation problem with Vader
yeah i used original first xD, with same lines all exactly only what i scled my model and anim to 1.15 for this reason i needed remunge anim and modify .msh.option file and line in odf to 1.15 xDFragMe! wrote:If you didn't make new anims then you shouldn't need to remunge the anims.
In Vader's original is there a skeltonrootscale line?
If so then that means the original vader used the standard skeleton.
Have you tried using the original animation files and the orignal vader.odf? If so what happens?
You may have to do a clean to get rid of any changes you have made, make sure to remove any .anm zafbin and zaabin files that would have been updated in the munged folder.
vader's anim munge.bat
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
-
FragMe!
- Gametoast Staff

- Posts: 2244
- Joined: Sat May 13, 2006 12:34 am
- Projects :: Not sure keep changing my mind.
- xbox live or psn: No gamertag set
- Location: Origin name GT_FragMe
- Contact:
Re: Animation problem with Vader
Are you saying you scaled it in XSI?
If not then make a fresh side or what ever for Vader and don't do anything other then change the msh and see what that does. So no new animations, no new skeleton (basepose) no changes to odfs (other than the name of the msh if you gave it a new name) or option files just the msh file the one that goes in the normal side directory.
If not then make a fresh side or what ever for Vader and don't do anything other then change the msh and see what that does. So no new animations, no new skeleton (basepose) no changes to odfs (other than the name of the msh if you gave it a new name) or option files just the msh file the one that goes in the normal side directory.
-
Deviss
- Master of the Force

- Posts: 3772
- Joined: Tue Aug 12, 2008 7:59 pm
- Projects :: Clone Wars Extended
Re: Animation problem with Vader
so only i must scale model in xsi/ or msh.option ?? no line in odf no munge.bat ofanim? only scale model xD?FragMe! wrote:Are you saying you scaled it in XSI?
If not then make a fresh side or what ever for Vader and don't do anything other then change the msh and see what that does. So no new animations, no new skeleton (basepose) no changes to odfs (other than the name of the msh if you gave it a new name) or option files just the msh file the one that goes in the normal side directory.
NOTE: in xsi i only scaled cloth
-
FragMe!
- Gametoast Staff

- Posts: 2244
- Joined: Sat May 13, 2006 12:34 am
- Projects :: Not sure keep changing my mind.
- xbox live or psn: No gamertag set
- Location: Origin name GT_FragMe
- Contact:
Re: Animation problem with Vader
What I am saying rather than trying to do many things at once do things one at a time.
So get Vader into the game first the see if it needs to be adjusted.
Once you get him in game and if he is too short add the skeletonrootscale line to the odf.
If he is still too short then you may have to do the scale line in the anim munge file. But since Vader may have his own skeleton and you enveloped him to a normal sized skeleton you may have to put a normal sized basepose.msh into the animation folder in order for it to scale properly.
Follow so far?
A good example to follow is the female version of the sniper. She uses her own skeleton which is arms down which may or may not be same size as normal, I have never compared, but since she is shorter she has that line in the odf but also check here munge in the animation folders she may or may not have anything there and I am pretty sure that she doesn't have an option file.
So get Vader into the game first the see if it needs to be adjusted.
Once you get him in game and if he is too short add the skeletonrootscale line to the odf.
If he is still too short then you may have to do the scale line in the anim munge file. But since Vader may have his own skeleton and you enveloped him to a normal sized skeleton you may have to put a normal sized basepose.msh into the animation folder in order for it to scale properly.
Follow so far?
A good example to follow is the female version of the sniper. She uses her own skeleton which is arms down which may or may not be same size as normal, I have never compared, but since she is shorter she has that line in the odf but also check here munge in the animation folders she may or may not have anything there and I am pretty sure that she doesn't have an option file.
- AceMastermind
- Gametoast Staff

- Posts: 3285
- Joined: Mon Aug 21, 2006 6:23 am
- Contact:
Re: Animation problem with Vader
Vader uses a custom skeleton:Deviss wrote:... i got perfect reconverted vader ... i enveloped it using unit template skeleton ... but when i use vader's anim he float on the floor ...
Hidden/Spoiler:
-
Deviss
- Master of the Force

- Posts: 3772
- Joined: Tue Aug 12, 2008 7:59 pm
- Projects :: Clone Wars Extended
Re: Animation problem with Vader
thank you very much for your help ace, and i wanted vader anim only by his idle_emote (position when is stand) because i used obiwan attack and others anims and they worked perfectly, also i tried using idle_emote from dooku because he haven't special skeleton but anyway have same problem :S, so this is how an request, could you or fragme modify the file vader_sabre_stand_idle_emote_full.msh for it use normal skeleton as unit template please?AceMastermind wrote:Vader uses a custom skeleton:Deviss wrote:... i got perfect reconverted vader ... i enveloped it using unit template skeleton ... but when i use vader's anim he float on the floor ...just envelope your model to his same custom skeleton and re-use the same ODF files etc, this is really no different than what I did with the edited Battledroids, the caped Magnaguard and Grievous I released some time ago.Hidden/Spoiler:
why i say this? because if i envelope to normal skeleton i have this:
* i can create different anims for him, no only vader one
* vader havent bug using vehicles as speeder for example
* can use other weapons normally as all clones
* etc
and enveloping to vader skeleton
* i only can use vader anim :S
* bug using vehicles or some weapons
EDIT
i tried modifying munge.bat using yoda one as base, but anyway appear problem with idle_emote so i need modify that .msh file
EDIT2: I moved it to request topic :S


