Animation problem with Vader

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Deviss
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Animation problem with Vader

Post by Deviss »

hi there to everybody :D 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
Hidden/Spoiler:
Image
Image
iknow is vader problem of course so i want know if there is any way for fix it :D, for example modifying the anim munge.bat maybe?

thanks in advance :D
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Re: animation problem with vader

Post by MetalcoreRancor »

/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.
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Re: animation problem with vader

Post by Deviss »

MetalcoreRancor 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.
actually i edited it to scale 1.15 xD, and using stock basepose because i enveloped model using normal one, other idea :D?
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Re: Animation problem with Vader

Post by MetalcoreRancor »

Reduce the scaling in the animation munge. 0.95
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Re: Animation problem with Vader

Post by FragMe! »

Are you just putting in the new msh without doing a new animation set?
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Re: Animation problem with Vader

Post by Deviss »

FragMe! wrote:Are you just putting in the new msh without doing a new animation set?
i dont know make new anims, so i only munged vader anim
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Re: Animation problem with Vader

Post by FragMe! »

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.
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Re: Animation problem with Vader

Post by Deviss »

FragMe! 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.
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 xD

vader's anim munge.bat
Hidden/Spoiler:
@call ..\munge_animation.bat "/keepframe0 /scale 1.15 /dest vader.zaf /comp_debug 0 /debug" Sides\NEW
imp_inf_Imperial_Darth_Vader.msh.option
Hidden/Spoiler:
-scale 1.15 -nocollision
vader's odf
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "imp_inf_Darth_Vader.msh"

[Properties]

GeometryName = "imp_inf_Imperial_Darth_Vader"
GeometryLowRes = "imp_inf_Imperial_Darth_Vader"
ClothODF = "imp_inf_Imperial_Darth_Vader_cape"

SkeletonName = "vader"
///SkeletonLowRes = "vaderlz"
SkeletonRootScale = "1.15"

MaxHealth = 3000.0
AddHealth = 1000.0

EnergyBar = "3000.0"
JetJump = "10.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "10.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 0.0

CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions

WeaponName1 = "imp_weap_lightsaber"
WeaponAmmo1 = 0

WeaponName2 = "com_weap_inf_sabre_throw"
WeaponAmmo2 = 0
WeaponChannel2 = 1

WeaponName3 = "com_weap_inf_force_choke"
WeaponAmmo3 = 0
WeaponChannel3 = 1

//SOUND
VOUnitType = 191
SoldierMusic = "imp_hero_Vader_lp"
//HurtSound = "imp_inf_com_chatter_wound"
//DeathSound = "imp_inf_com_chatter_death"
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
LowHealthSound = "imp_inf_vo_darth_breath"
LowHealthThreshold = "1.0"
AmbientSound = ""
FoleyFXClass = "imp_inf_soldier"
SndHeroSelectable = ""
SndHeroSpawned = "hero_vader_spawn"
SndHeroDefeated = "hero_vader_exhausted"
SndHeroKiller = "hero_vader_exhausted"

VOSound = "imp_off_response_hero_command SC_Follow"
VOSound = "imp_off_response_hero_command SC_StopFollow"
VOSound = "imp_off_response_hero_command SC_VehicleWaitUp"
VOSound = "imp_off_response_hero_command SC_GetIn"
VOSound = "imp_off_response_hero_command SC_GetOut"

VOSound = "hero_vader_AcquiredTarget AcquiredTarget"
VOSound = "hero_vader_KillingSpree4 KillingSpree4"
any idea :D ?
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Re: Animation problem with Vader

Post by FragMe! »

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.
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Re: Animation problem with Vader

Post by Deviss »

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.
so only i must scale model in xsi/ or msh.option ?? no line in odf no munge.bat ofanim? only scale model xD?

NOTE: in xsi i only scaled cloth :P
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Re: Animation problem with Vader

Post by FragMe! »

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.
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Re: Animation problem with Vader

Post by AceMastermind »

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 ...
Vader uses a custom skeleton:
Hidden/Spoiler:
Image
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.
Deviss
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Re: Animation problem with Vader

Post by Deviss »

AceMastermind wrote:
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 ...
Vader uses a custom skeleton:
Hidden/Spoiler:
Image
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.
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?
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

:D thanks in advance


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
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