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wampa anims on a human

Posted: Mon Mar 30, 2009 10:57 am
by ryukaji
I tried to add wampa animations to a human msh but the map crashes after like 3 seconds and no sev 3 errors but I did find this...

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[99276cd7]::State[ATTACK_CLAP]::Animation: failed to add 'stand_alternate_attack' [d316619f]

How would be the right way to give a human wampa anims, I think its been done before

Re: wampa anims on a human

Posted: Mon Mar 30, 2009 11:30 am
by DarthD.U.C.K.
try to give the unit the wampa sceleton too

Re: wampa anims on a human

Posted: Mon Mar 30, 2009 11:35 am
by ryukaji
I did and for the 3 seconds before the map crashed I saw the unit with the same pose as a wampa so it worked, partially.

Re: wampa anims on a human

Posted: Mon Mar 30, 2009 3:42 pm
by Fiodis
I've had this problem before with zombie units. Just compose a new animset with wampa amins but a Maul basepose.

Re: wampa anims on a human

Posted: Mon Mar 30, 2009 3:45 pm
by ryukaji
Do you still have the munged anims? If you do could I have em cause new anims can be annoying...

Re: wampa anims on a human

Posted: Mon Mar 30, 2009 3:56 pm
by Fiodis
Yes, I still have them; but it's literally a minute-job to put these together, so I'd rather you try it yourself. You don't need new anims, just toss together an animset as you would if you were setting up a combo. It's even easier than that, because you already have the combo pre-made.

Re: wampa anims on a human

Posted: Mon Mar 30, 2009 3:58 pm
by ryukaji
Then im lost.. I dont even know how to make a new combo. So what do I do then I don't get it... whats an animset?

(I feel like a noob right now)

Re: wampa anims on a human

Posted: Mon Mar 30, 2009 4:05 pm
by Fiodis
ryukaji wrote:Then im lost.. I dont even know how to make a new combo. So what do I do then I don't get it... whats an animset?

(I feel like a noob right now)
That's a good thing! Noobs are the ones who can learn the most!

It's notoriously easy; I'll guide you through it. In Assets/Animations/SoldierAnimationBank you'll see the maul and wampa folders.

Now if you were going to give Windu the wampa anims, you'd go to data_***\Animations\SoldierAnimationBank and copy the "template" folder. Then paste it again, so you have two template folders. Rename one of them whatever you want.


Now into this copy the basepose file from the maul anim assets folder, and all of the files from the Wampa folder. Since we're doing mace, rename them to start with "mace" instead of "wampa".

Right-click on munge.bat and select "edit".

You'll see this:

Code: Select all

@call ..\munge_animation.bat "/keepframe0 /dest aalya.zaf" Sides\REP



Since we're doing Windu in this example, and he's in your REP side, change it to:

Code: Select all

@call ..\munge_animation.bat "/keepframe0 /dest mace.zaf" Sides\REP
Then save it, and munge it. Now the "mace" anim, zaabin, and zaafbin files in your side's MUNGED folder will have the updated anims. Make sure they are referenced properly in the character's odf and the weapon's odf.

Munge and enjoy.

The end.

Re: wampa anims on a human

Posted: Mon Mar 30, 2009 4:35 pm
by ryukaji
Its not showing up in my side folder, I copied all the files you said and renamed, and changed the .bat to my side (sides\MON) but the munged folder stayed empty. What did I do wrong?

EDIT: haha just kidding I figured it out I had to run the munge.bat not munge the map thanks a lot this is totally not my area of knowledge

Re: wampa anims on a human

Posted: Mon Mar 30, 2009 4:44 pm
by RogueKnight
Did you munge via the .bat or the actual mungetool?

Re: wampa anims on a human

Posted: Mon Mar 30, 2009 4:57 pm
by Fiodis
ryukaji wrote:this is totally not my area of knowledge


That is why we teach you things. Glad you figured it out.

And for future reference you need to run both munge.bat and then the side munge, in that order.

Re: wampa anims on a human

Posted: Mon Mar 30, 2009 5:41 pm
by ryukaji
Ok so now the animations are all working perfect but theres a tiny thing if its fixable id like to fix it if not oh well... but look at this:
zombie.JPG
It floats.. :?

Re: wampa anims on a human

Posted: Mon Mar 30, 2009 5:42 pm
by Fiodis
That's, er....wierd. I never had that problem....at least I don't think so. Maybe it always does that and I never looked close enough. Perhaps it's the mesh; I used a different model for my zombies.

Re: wampa anims on a human

Posted: Mon Mar 30, 2009 5:58 pm
by ryukaji
Well if you check yours tell me if yours float too so I know if its just me or not

Re: wampa anims on a human

Posted: Mon Mar 30, 2009 11:22 pm
by [TFA]Padawan_Fighter
I have never edited sides before, but I think I know why it is floating. You see, the wampa is bigger than a human, and when you give a human a animation-thing bigger than him, it isn't going to fix itself, thus the floating problem. My only advice is to make the human model bigger.

Re: wampa anims on a human

Posted: Tue Mar 31, 2009 1:19 am
by DarthD.U.C.K.
or you could move the bone_root down, but so many people made another unit with wampaannim withour problems, maybe you copied a line to much from the wampa to the zombie

Re: wampa anims on a human

Posted: Tue Mar 31, 2009 11:31 am
by ryukaji
Or maybe they never noticed the floating? So should i just redo the animset and see if that fixes it or what?