Does anyone know what animations Archer used in his RPG map for the locals? Also where can I find the hidden animations like the 'observe instruments" one?
Thanks
Walking Animations
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EGG_GUTS
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FragMe!
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Re: Walking Animations
What are you trying to observe? Okay the observeinstruments is in the human4 animation set.
From trying different poses for a Dewback rider I found out that if you put in the name of the animation in the appropriate place without incuding the human part it does call that animation. The animation name once again in human4 is human_ride_shoot.msh but you just need to put it in as shown below.
PilotPosition = "hp_rider"
PilotAnimation = "ride_shoot"
So basically most of the animation poses listed in the assets/animation folder should be available if they were originally munged in the game. I not you may just have to make a custom animation set.
I am not sure if that will help for what you desire to do.
From trying different poses for a Dewback rider I found out that if you put in the name of the animation in the appropriate place without incuding the human part it does call that animation. The animation name once again in human4 is human_ride_shoot.msh but you just need to put it in as shown below.
PilotPosition = "hp_rider"
PilotAnimation = "ride_shoot"
So basically most of the animation poses listed in the assets/animation folder should be available if they were originally munged in the game. I not you may just have to make a custom animation set.
I am not sure if that will help for what you desire to do.
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EGG_GUTS
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Re: Walking Animations
Oh, I'm not planing to make an animation set, I'm just going to make an animated prop and i was wondering if there was anything animations where it didn't look like they were holding a gun. 
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FragMe!
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Re: Walking Animations
Assuming you haven't already tried it. Just put observeinstruments in the AnimationName = "" in the odf
Now I don't think you should have to but if it doesn't work try copying the human_4 amins zaabin zafbin from the _build/common/munged/PC folder to you worlds munged folder, create if you don't have one. But like I said you shouldn't have to.
Now I don't think you should have to but if it doesn't work try copying the human_4 amins zaabin zafbin from the _build/common/munged/PC folder to you worlds munged folder, create if you don't have one. But like I said you shouldn't have to.
- Maveritchell
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Re: Walking Animations
Archer's locals weren't animated props, they were actual units. I used animated props in Spira, but they didn't walk around.EGG_GUTS wrote:Does anyone know what animations Archer used in his RPG map for the locals? Also where can I find the hidden animations like the 'observe instruments" one?
Thanks
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EGG_GUTS
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Re: Walking Animations
I know I just want to know what animations they were so I can add a unit prop walking in place.
- Maveritchell
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Re: Walking Animations
They were units. Standard human animationset. You could give them an invisible melee weapon (or a weapon with the "tool" animations, maybe) to make them look like they're not holding a pistol.EGG_GUTS wrote:I know I just want to know what animations they were so I can add a unit prop walking in place.
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EGG_GUTS
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Re: Walking Animations
I understand they were units I just want to know what there animations were. Becuz they walked normal without it looking like they were holding a weapon. Or are the just the tool animations?
