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Animations

Posted: Tue Aug 19, 2008 5:13 pm
by Super_Clone
Can someone please tell me how to add new soldier animations? Iv Searched the Tuts, but no avail....

Re: Animations

Posted: Tue Aug 19, 2008 5:22 pm
by woner11
The tutorials are pretty straight forward. Read the Jedi Creation doc.

Re: Animations

Posted: Tue Aug 19, 2008 7:05 pm
by Super_Clone
but what i mean is adding existing animations to a reskinned unit (ie. Grapple Droid [reskinned SBD] with wampa animations)

Re: Animations

Posted: Tue Aug 19, 2008 7:42 pm
by AQT
Try this:

1. Go to assets\sides\snw and copy and paste its contents (excluding the req folder, msh folder and snw.req) into your sides folder and let it overwrite/merge.
2. In your odf folder, open snw_inf_wampa.odf and change the GeometryName and the GeometryLowRes to that of the Super Battle Droid.
3. Look for this in the wampa's odf:

Code: Select all

SoldierMusic        = ""
HurtSound           = "wampahurt"
DeathSound          = "wampadeath"
LowHealthSound      = "wampa_chatter"
LowHealthThreshold  = "1.1"
and change it to:

Code: Select all

SoldierMusic        = ""
HurtSound           = ""
DeathSound          = ""
LowHealthSound      = ""
LowHealthThreshold  = "1.1"
4. Add the line "snw_inf_wampa" to your side's req file.
5. Load snw_inf_wampa in your lua.

I haven't tried this myself but it seems reasonable. You can rename snw_inf_wampa if you want.

Re: Animations

Posted: Tue Aug 19, 2008 8:34 pm
by woner11
@ AQT: ???

To give a unit another units animations. Copy the animations (everything that says wampa, or something like that) from the munged folder under the snw side into your custom side's munged folder (if it doesn't have one, create one). Then copy the animation line from the wampa's odf into your custom unit's.

Re: Animations

Posted: Tue Aug 19, 2008 10:10 pm
by AQT
If it was only that easy. Have you even looked at the wampa's odf? It looked very complicated and there even wasn't an animation line.

Re: Animations

Posted: Tue Aug 19, 2008 10:15 pm
by -_-
AQT wrote:If it was only that easy. Have you even looked at the wampa's odf? It looked very complicated and there even wasn't an animation line.
That's because by declaring "SkeletonName = "wampa"", it loads the animations under that skeleton name as well. The Magnaguard would be another great example.

Re: Animations

Posted: Tue Aug 19, 2008 10:38 pm
by woner11
Then just do what I said with the copying and write in AnimationName = "wampa" (or whatever the animation is up to the .zafbin, or whatever.

Re: Animations

Posted: Tue Aug 19, 2008 10:42 pm
by AQT
-_- wrote:That's because by declaring "SkeletonName = "wampa"", it loads the animations under that skeleton name as well. The Magnaguard would be another great example.
I didn't even see that one. All those other lines must of distracted me from that one line. Thanks for pointing it out, -_-.