Anims not being munged.
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- Fiodis
- Master of the Force

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Anims not being munged.
I made a custom animset with just basepose and human_rifle_fall. I edited the animation name to elite, and tried to munge. No ZenAsst or the other log pop up, even when I run it as an administrator. No elite anims files show up in my Rep's munged folder. I'm running Win7, if that alters batch files anyway. What's going on?
- DarthD.U.C.K.
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Re: Anims not being munged.
did you set the munge.bat etc. up properly?
- Fiodis
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Re: Anims not being munged.
The one in the same folder as the anim mshs? Yes.
- DarthD.U.C.K.
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Re: Anims not being munged.
which basepose did you use?
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FragMe!
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Re: Anims not being munged.
You also need to make sure the bat files that are in the root of the animation folder. clean.bat munge.bat and munge_subdir.bat. Made that mistake before 
- Fiodis
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Re: Anims not being munged.
I used the human1 basepose. I've never seen any clean.bat, munge.bat or munge_subdir.bat before. Where could I find them and where should they be, exactly?
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FragMe!
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Re: Anims not being munged.
look in the shipped assets animation folder and copy them to your animation folder which I am sure you created
- Fiodis
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Re: Anims not being munged.
That asks me to replace the munge.bat that's already in there.
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FragMe!
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Re: Anims not being munged.
is you directory structure set up like the one in the shipped assets folder?
Animation
First_person
Prop
etc
There are 2 munge.bats one in the animation root and the one in the folder where your actual animations are
Animation
First_person
Prop
etc
There are 2 munge.bats one in the animation root and the one in the folder where your actual animations are
- Fiodis
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Re: Anims not being munged.
Woah, wait, I've done it successfully before back on my other machine and I have no idea what you're talking about. I have, in data***/Animations/SoldierAnimationBank folder, munge_animation.bat. Also in that folder, I have the folder skydiver, and within that basepose.msh, elite_rifle_fall.msh, and munge.bat.
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kinetosimpetus
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Re: Anims not being munged.
skydiver and elite should be changed to the same thing i think.
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FragMe!
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Re: Anims not being munged.
all I know is when I start doing animation I create an animation directory copy the bats into it, then create a subdirectory appropriate to what I am doing like Prop, then copy into that the muge_animation.bat file and finally create another directory for the actual animation, example door and into that I copy the .bat files from any prop folder in the assets (yes I am lazy) and edit it for what I want my animation to be output as.
- Fiodis
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Re: Anims not being munged.
I'm afraid I couldn't follow that, Fragme. I'm not sure what you mean, and I've never heard of that before.
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FragMe!
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Re: Anims not being munged.
All I was saying is follow the directory structure as seen in the assets folders and copy the required .bat files to each folder. Example of what I did for a rotating light animation.


- DarthD.U.C.K.
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Re: Anims not being munged.
kinetus is right, you have to call the folder of the animset, the animset in the munge.bat and the prefixes of all anims in the set the samekinetosimpetus wrote:skydiver and elite should be changed to the same thing i think.
- Fiodis
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Re: Anims not being munged.
Right, the folder, the animation name in the munge.bat, and elite_rifle_fall all now are elite. Fragme, that setup is what I had to start with (except the munge_subdir.bat and clean.bat and things), and it's all within SoldierAnimationBank. That said, it still doesn't seem to work.
