Problem with unit 9pose anims [Solved]

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ForceMaster
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Problem with unit 9pose anims [Solved]

Post by ForceMaster »

Hi! recently I've make a new hover vehicle with his finanimation working ingame, it moves perfectly and play the animation; so I'm making 9pose anims for the unit, synchronizing that with the vehicle. I follow this steps but the player appears walking/runing into vehicle.

1. export anims naming it "newunit_newhover_9pose", then copy the human0 basepose and set up new soldier animation in a folder named "newunit"
2.premunge without errors and reffers it in the vehicle odf:
PilotAnimation = "newunit"
Pilot9pose = "newhover_9pose"

I do'nt know if the unit needs a new whole anims set to work or can munge only the 9pose anims with basepose. Help please! thanks in advance.
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Re: 9pose anims

Post by AceMastermind »

ForceMaster wrote:... munge only the 9pose anims with basepose.
That should be fine.
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Re: 9pose anims

Post by ForceMaster »

Not work again, he walk or run, I should have any line in the unit odf? AnimationName? PilotAnimation?...
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Re: 9pose anims

Post by AceMastermind »

Are you saying the unit is using the run/walk animation while piloting the vehicle? This sounds like the game can't find your animation and is defaulting to another. FragMe! says rider/driver animations must be loaded from ingame.lvl, probably under "animbank", but you might get away with loading it through a side req like this:

Code: Select all

REQN
	{
		"zafbin"
		"yourCustomUnitAnim"
	}
REQN
	{
		"zaabin"
		"yourCustomUnitAnim"
	}
Replace yourCustomUnitAnim with whatever preceeds your *.zafbin and *.zaabin file in the Munged folder of your side.

Refer to imp_hover_speederbike.odf for property setup information.

Code: Select all

...
Pilot9Pose	 			= "speederbike_9pose"

AnimationName 			= "imp_hover_speederbike"
FinAnimation			= "imp_speederbike_9pose"
...
It looks like MandeRek's tutorial was left incomplete regarding custom unit 9pose animations. We need to expand on step 4 of Chapter 1. Let us know the outcome and we'll complete the instructions.
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Re: 9pose anims

Post by ForceMaster »

AceMastermind wrote:Are you saying the unit is using the run/walk animation while piloting the vehicle?
Yes, the unit walk/run instead of the 9pose anims.

I've tried adding these lines to the ingame.req (not work) and the side.req (not work), the unit walk while piloting the vehicle.
MandeRek wrote: Chapter Three; Notes and Tips

* You can use the system applied to the vehicle for the unit too, to make it move different from backwards and forwards
* Make a perfect fit by merging the two scenes and making anims from there (so the unit and vehicle in one)
It means that 9pose anims for units can work ingame like the FinAnimation of hover/fyer? I've tried the same method for units than vehicles without good results.
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Re: 9pose anims

Post by AceMastermind »

ForceMaster wrote:It means that 9pose anims for units can work ingame like the FinAnimation of hover/fyer?
Yes, it means it'll work just like the speederbike and pilot 9pose animations.

Just to make sure, when you loaded the unit 9pose animation through ingame.req, you followed the steps for making a custom ingame.lvl right?
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Re: 9pose anims

Post by ForceMaster »

AceMastermind wrote:you followed the steps for making a custom ingame.lvl right?
Yes.
This is that I do:
1) I delete all in the ingame.req file except the lines that you mean above ("zaabin" and "zafbin" lines).
2) copy and paste the myunitanim.anim, myunitanim.zaabin and myunitanim.zafbin from data_XXX\Sides\xxx\MUNGED folder to data_XXX\Common\munged folder
3) edit my XXXc_con.lua and add the ReadDataFile("dc:ingame.lvl") line before ReadDataFile("ingame.lvl") under ScriptInit()
4) add Pilot9pose = "myanim_9pose" and PilotPosition "hp_active" to the hover odf.
4) Munge normaly (with side, of course)
5)Copy igame.lvl from the data_XXX\_LVL_PC folder to GameData\addon\XXX\data\_LVL_PC ...

..walking/running again...

This is part of my Bfront2.log

Code: Select all

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(2062)
Can't find (POSSIBLY unused) soldier animation human_rifle_myanim_9pose
There is some wrong? I can't see it... :cry:
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Re: 9pose anims

Post by AceMastermind »

ForceMaster wrote:1) I delete all in the ingame.req file except the lines that you mean above ("zaabin" and "zafbin" lines).
No no no, that was a side munging experiment to see if that would work too.
Your ingame.req would look something like this:

Code: Select all

ucft
{
    REQN
    {
        "animbank"
        "mytestanimbank"
    }

}
and these files would go in data_ABC\Common\munged
  • mytestanimbank.anims
    mytestanimbank.zaabin
    mytestanimbank.zafbin
Clean before you munge too, what you see in the game might be residual from previous attempts.

EDIT
I'm doing some tests of my own here, using the speederbike and the corresponding unit 9pose animation that works with it. I'm renaming the stock 9pose animation and trying to get it working in the game. The animation is not being found and resulting in the unit running/walking as you seem to be experiencing. Chapter 1 of the tutorial is most certainly incomplete and needs to be fixed.

EDIT2
Alright, I seem to have gotten it working with a renamed stock 9pose animation loading from the map's custom ingame.lvl. Will try a few more things out to be sure.

EDIT3
What I did:
Copied human_0 - 4 folders from:
assets\Animations\SoldierAnimationBank
to
data_ABC\Animations\SoldierAnimationBank

Renamed:
human_speederbike_9pose.msh
to
human_bike_9pose.msh
Munged all 5 animation folders to data_ABC\Common\munged

In the imp_hover_speederbike.odf I changed:
Pilot9Pose = "speederbike_9pose" //note that human_ is omitted
to
Pilot9Pose = "bike_9pose" //again, human_ is omitted

Then edited ingame.req to this:

Code: Select all

ucft
{

    REQN
    {
        "animbank"
        "human"
    }

}
Then munged, the custom ingame.lvl was 561kb.
This was the only way I could get the game to recognize the renamed 9pose animation. You would essentially do the same, drop your custom 9pose msh into one of the folders and name it human_myanim_9pose.msh then type myanim_9pose (human_ omitted) for the Pilot9Pose property in your vehicle ODF.
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Re: 9pose anims

Post by ForceMaster »

:runaway: IT WORK!!! IT WORK!!! THANKS! THANKS! MANY THANKS!

I follow your steps, the only change I've make was created a "human_5" folder with the human_0 basepose and my own anim, then munge, and works perfectly, also works synchronized with the FinAnimation of the vehicle!

This is a "leak" picture ( :funny2: ) from a mod that I'm making. the result is very great for me.
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image
Thanks again Ace! If is needed I can make a new tutorial for 9poses, (obiously, respecting the MandeRek and Fragme work)
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Re: 9pose anims

Post by TWINKEYRUNAWAY »

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Re: 9pose anims

Post by thelegend »

Hidden/Spoiler:
:eek: :eek: :eek:
Wow. I am speechless. Best sci fi bike I have ever seen. Better than the boring speederbikes from Star Wars.
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Re: 9pose anims

Post by JimmyAngler »

Incredible work ForceMaster!
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Re: 9pose anims

Post by Kingpin »

wowoWOw nice job mate
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