We Have New Unit Animation In-Game!!!
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Vyse
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We Have New Unit Animation In-Game!!!
I didn't actually think I was going to get my animation working in any shape in-game but it works! Check out the video of the new animation. Keep in mind this is nothing AWESOME!! as far as animatoins go, but it is a new Animation in-game!! SWEEEEETT!!
Brought To You By:
Minilogoguy18
Pyshc0Fred
Vyse
LINK
http://www.youtube.com/watch?v=1X-lz_11SRk
Brought To You By:
Minilogoguy18
Pyshc0Fred
Vyse
LINK
http://www.youtube.com/watch?v=1X-lz_11SRk
- Teancum
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RE: We Have New Unit Animation In-Game!!!
Sounds promising. Hope to see a tutorial soon 
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Talibanman
RE: We Have New Unit Animation In-Game!!!
thats so cool! 
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RC-1290
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Moving_Target
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Vyse
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If it can be done we might be able to re create, so to say Kit Fistos animation from the Xbox.. hee hee
Actually there isn't much to it.
Animate Psych0Fred's bones (In my case I made the arms move like so)
Delete any mesh in the scene so all you have is the bones and bone root
Set it back to frame 0
Branch Select the dummyroot
Export with only "Selected Models", "Export Animation", "Export FK Animation"
From here on its really straight from the Jedi Creation doc. Copy the temeplate folder in yourMODID/Animatoin/SoldierAnimationBank, rename it correctly (See Jedi Creation doc) paste your msh into it, bring in a base bose skeleton from the assets animatoin folder. Edit the munge for your side. Re name your msh to the animation you want to override. Then munge the animation munge and it will make the .Zaabin and .anims files and put them in your sides munged folder.
Lastly put the correct call out in your ODF like
AnimationName = "tat_luke"
I know this is a really really really quick tutorial. I'll try to expand on it later! (gtg to school
) 
Actually there isn't much to it.
Animate Psych0Fred's bones (In my case I made the arms move like so)
Delete any mesh in the scene so all you have is the bones and bone root
Set it back to frame 0
Branch Select the dummyroot
Export with only "Selected Models", "Export Animation", "Export FK Animation"
From here on its really straight from the Jedi Creation doc. Copy the temeplate folder in yourMODID/Animatoin/SoldierAnimationBank, rename it correctly (See Jedi Creation doc) paste your msh into it, bring in a base bose skeleton from the assets animatoin folder. Edit the munge for your side. Re name your msh to the animation you want to override. Then munge the animation munge and it will make the .Zaabin and .anims files and put them in your sides munged folder.
Lastly put the correct call out in your ODF like
AnimationName = "tat_luke"
I know this is a really really really quick tutorial. I'll try to expand on it later! (gtg to school
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Qdin
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Believe it or not, but I think that was an AWESOME Tutorial
easy to understand and simple
Now I just gotta catch you on Xfire or MSN (Haven't seen you online for more than 1½ month!)
Now the next step will be to redo the skeleton and all the naimations so we can get some REALLY new units! (thinking in the ways of i.e. 4-legged creatures...
)
easy to understand and simple
Now the next step will be to redo the skeleton and all the naimations so we can get some REALLY new units! (thinking in the ways of i.e. 4-legged creatures...
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Moving_Target
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RC-1290
Hehe, yea four legged creatures, I need to make a deback for Siege of Mos Eisley...
I'm going to try it tomorrow but still I'm wondering, with movement, Is that just a matter of moving the bones forward, or will the character jump back to original position if you do that. wich would mean that you have to set that in a lua.
GREAT:D:D:D
I'm going to try it tomorrow but still I'm wondering, with movement, Is that just a matter of moving the bones forward, or will the character jump back to original position if you do that. wich would mean that you have to set that in a lua.
GREAT:D:D:D
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Vyse
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Thanks! Making a new skeleton and animatoins would ge great! I don't think there would be much too it.Qdin wrote:Believe it or not, but I think that was an AWESOME Tutorial![]()
easy to understand and simpleNow I just gotta catch you on Xfire or MSN (Haven't seen you online for more than 1½ month!)
Now the next step will be to redo the skeleton and all the naimations so we can get some REALLY new units! (thinking in the ways of i.e. 4-legged creatures...)
My guess is make the skeleton, export and then it would be called the basepose. Then make animations for each animatoin that are there for shipped troopers. Since it's a totally different skeleton you can't use any of the shipped animation. This can be a problem though since there are tones of trooper shipped animation as oposed to Jedi animations where you can just pop in the animation name in the .combo file.
Right now I would like to see a new saber swing, maybe a dash attack.
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YT-1300
this might be off topic, idk, has to go with wat vyse just said, about a new lightsaber attack animation
i really want to see someone make and animation for darth sidious's(in his red and black senate robes, no hood) jump/spin attack thing he does when he fights windu. my avatar is showing the move i am talking about. that would be so awesome to have as a dash attack for sidious. i really wish LA had made that sidious's dash attack, instead of what he has now.
i really want to see someone make and animation for darth sidious's(in his red and black senate robes, no hood) jump/spin attack thing he does when he fights windu. my avatar is showing the move i am talking about. that would be so awesome to have as a dash attack for sidious. i really wish LA had made that sidious's dash attack, instead of what he has now.
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pinioncorp
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Yeah, YT-1300, that would be cool...
I have a question however, how does it know whether the legs are meant to be part of that animation or not? For example, the standing still attack and the running forward attack are the same, yet the legs are doing different things. Its a little hard to tell if it has been addressed with the animation you have done, Vyse, but its a great start
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Yeah, YT-1300, that would be cool...
I have a question however, how does it know whether the legs are meant to be part of that animation or not? For example, the standing still attack and the running forward attack are the same, yet the legs are doing different things. Its a little hard to tell if it has been addressed with the animation you have done, Vyse, but its a great start
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- minilogoguy18
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Vyse
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I tried doing a spin attack animatoin for the whole body. Included the _full at the end of the animation but in-game it only effects the top half of the body. I tried this overriding a animation name and creating my own, both were for a attack and didn't change the legs.
I'm wondering if you can only do the _full on stand and idle animations.. Not sure. I Must be messing something else up.
I'm wondering if you can only do the _full on stand and idle animations.. Not sure. I Must be messing something else up.
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Qdin
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Zaborack
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i agree with YT-1300, that's something i would like to see too, maybe it could be his force speed attack
if you people ever get to make new saber animations and stuff, i would be OVERHAPPY to see a Asajj ventress in-game WITH the same animations as on the X-box
, i know it still is VERY early to say this, but it's just an idea
, [GT] should be the ones making BF games, and not PandeMic, you guys are better than them and a difference between you and Pandemic is that you DON'T rush anything, wich is what i like, anyho, keep up the (very) good work 
