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"undefined weapon animbank" [Solved]
Posted: Sun Jan 20, 2013 3:03 pm
by Glitch25
I'm converting the original BF1 sides. I'd like to include the BF1 animations as well but I continue to run into these errors. With no prior knowledge about animation, other than how to use it in the odf's. I am unable to move forward with the side conversion.
I've placed the munged animations in C:\BF2_ModTools\data_ABC\Sides\bfu\munged
and C:\BF2_ModTools\data_ABC\Common\munged I may have done something wrong.
Could someone please help me out?
Re: "undefined weapon animbank"
Posted: Sun Jan 20, 2013 3:22 pm
by AceMastermind
The SWBF2 animations work fine with SWBF1 units, they use the same skeleton. SWBF1 didn't require a *.anims file for munged animations, but SWBF2 does. The BF2_modtools can generate *.anims files for munged animations.
Re: "undefined weapon animbank"
Posted: Sun Jan 20, 2013 3:49 pm
by Glitch25
AceMastermind wrote:SWBF1 didn't require a *.anims file for munged animations, but SWBF2 does. The BF2_modtools can generate *.anims files for munged animations.
How would I go about generating .anims files for each of the SWBF1 munged animations?
Re: "undefined weapon animbank"
Posted: Sun Jan 20, 2013 3:57 pm
by AceMastermind
Munge the SWBF1 animations using the BF2_modtools.
Re: "undefined weapon animbank"
Posted: Mon Jan 21, 2013 1:11 pm
by Glitch25
Thanks AceMastermind!

I'm assuming this tutorial will work.
http://www.gametoast.com/forums/viewtop ... 27&t=20262
Edit: I've been attempting to munge SWBFI Animations. It's not working. I may have missed something I was hoping that someone here with prior experience could spot what I've done wrong.
When I munge they never appear in C:\BF2_ModTools\data_ABC\Sides\bfu\munged
Within each animation folder the munge.bat files are set up like this (Example Human Folder)
@call ..\munge_animation.bat "/keepframe0 /dest Human.zaf" Sides\BFU
munge.bat
munge_animation.bat
munge_subdir.bat
Re: "undefined weapon animbank"
Posted: Mon Jan 21, 2013 1:50 pm
by AceMastermind
Which operating system are you using? You may need to tweak the munge_animation.bat file.
http://www.gametoast.com/forums/viewtop ... 81#p313081
Re: "undefined weapon animbank"
Posted: Mon Jan 21, 2013 2:14 pm
by Glitch25
Windows 7. I made the changes to the munge_animation.bat file.
Current munge_animation.bat file setup
Clicked munge.bat in C:\BF2_ModTools\data_ABC\Animations\Human
Then Clicked munge.bat in C:\BF2_ModTools\data_ABC\Animations
Nothing was added to C:\BF2_ModTools\data_ABC\Sides\bfu\munged

Maybe I missed something else.
Re: "undefined weapon animbank"
Posted: Mon Jan 21, 2013 5:36 pm
by AceMastermind
What path do you have these animations set to in the munge.bat for each folder?
Should be something like:
Code: Select all
@call ..\munge_animation.bat "/keepframe0 /dest human.zaf /comp_debug 0 /debug" Sides\BFU
Make your folder structure look like this:
C:\BF2_ModTools\data_ABC\Animations\SoldierAnimationBank\Human
Each folder(Human for example) must also contain a basepose.msh file along side the animation files or else the animation munge will break.
To munge a single folder just click on the munge.bat that is with the animation files.
To munge multiple folders of animations you can use the munge_animation.bat.
You don't need to use both though.
Re: "undefined weapon animbank"
Posted: Mon Jan 21, 2013 7:26 pm
by Glitch25
It currently looks like this for all of the munge.bat files. ***** folder name
Code: Select all
@call ..\munge_animation.bat "/keepframe0 /dest *****.zaf" Sides\BFU
That must be the reason for the failed munges. Every folder has a basepose.msh file.
AceMastermind wrote:Make your folder structure look like this:
C:\BF2_ModTools\data_ABC\Animations\SoldierAnimationBank\Human
Is the "SoldierAnimationBank" necessary? Catagories for props, vehicles, and firstperson as well?
Edit 1: Made the changes, giving it a munge will edit again when finished
Edit 2: Unsuccessful...

Re: "undefined weapon animbank"
Posted: Mon Jan 21, 2013 10:17 pm
by AceMastermind
I don't know what to tell you then, with the instruction provided in this thread and the FAQ thread I munged them successfully first try. Here's the human.anims file for the human folder:
Glitch25 wrote:Is the "SoldierAnimationBank" necessary? Catagories for props, vehicles, and firstperson as well?
The folder name is arbitrary, but having that structure means you won't have to edit the paths in each munge.bat. The categories are just for organization purposes, all animations are munged the same way.
This wasn't supposed to be a complicated process, you should be able to achieve results in a matter of minutes. Are your files set to 'read only' or anything out of the ordinary?
Re: "undefined weapon animbank"
Posted: Mon Jan 21, 2013 11:54 pm
by Glitch25
Went over it once more just to make sure
everything has been done correctly.
Within C:\BF2_ModTools\data_ABC\Animations there are four .bat files
clean.bat
munge.bat
munge_animation.bat with fix
munge_subdir.bat setup
There are a total of 27 animation folders all of which contain a single basepose.msh file
Every munge.bat file within those 27 folders has the following code with *** changed accordingly
Code: Select all
@call ..\munge_animation.bat "/keepframe0 /dest ***.zaf /comp_debug 0 /debug" Sides\BFU
Upon pressing munge.bat in any of the animation folders it opens for a second then blank ZenAsset.txt appears in folder
Upon pressing munge_animation it opens for a second then closes, nothing happens
Nothing appears in C:\BF2_ModTools\data_ABC\Sides\bfu\munged
Every file is unchecked for readonly
This was supposed to be simple. I understand the process better maybe I should just scrap what I have and start again. I have no idea why this is happening, should have been done in minutes.
Re: "undefined weapon animbank"
Posted: Tue Jan 22, 2013 12:25 am
by AceMastermind
Set up the folder structure like this:
BF2_ModTools
- data_ABC
- Animations
- SoldierAnimationBank
- munge_animation.bat
human
- munge.bat
basepose.msh
all your animations.msh
Don't worry about anything else, remove anything not in that hierarchy below the 'Animations' folder. Munge these animations from the munge.bat inside the 'human' folder. What results do you get?
If the munge path is set like this in the munge.bat:
Code: Select all
@call ..\munge_animation.bat "/keepframe0 /dest human.zaf" Sides\BFU
then you should have 3 files in:
Code: Select all
C:\BF2_ModTools\data_ABC\Sides\bfu\munged
human.anims
human.zaabin
human.zafbin
Re: "undefined weapon animbank"
Posted: Tue Jan 22, 2013 10:02 am
by Glitch25
I set everything up like you suggested, no other animation folders within SoliderAnimationBank other than Human
C:\BF2_ModTools\data_ABC\Animations\SoldierAnimationBank\Human
In the animations folder munge_animation.bat is still setup the same way
basepose.msh remains in the Human folder along with all the human animations
I click munge.bat, black box pops up for a second. It closes instantly.
Code: Select all
@call ..\munge_animation.bat "/keepframe0 /dest Human.zaf" Sides\BFU
Nothing has appeared in C:\BF2_ModTools\data_ABC\Sides\bfu\munged
I really appreciate your help so far, but if you no longer feel like trying to help I understand, this is ridiculous. I think I'll try and find someone who would be willing to munge what I've worked on for the past few hours so I can move on with the side conversion.
Edit: When I press munge.bat in the animations folder it says up for quite a while and the following error appears over and over again as it attempts to munge the animation. "Error: Animation sub-directory *** does not exist" after it goes through the list it closes.
Re: "undefined weapon animbank"
Posted: Tue Jan 22, 2013 2:48 pm
by AceMastermind
Is it possible that Windows 7 security could be preventing files from being written to that destination? Open a command prompt in the human folder then type munge.bat and press Enter, this will keep the window open so you can read all the messages.
Re: "undefined weapon animbank"
Posted: Tue Jan 22, 2013 3:23 pm
by Glitch25
Alright, ran it in CMD, it stayed open this time. Got this.
Got a whole lot of the same line for
C:\BF2_ModTools\data_ABC\Animations\munge.bat
C:\BF2_ModTools\data_ABC\Animations\Human\munge.bat
C:\BF2_ModTools\data_ABC\Animations\munge_animation.bat
Re: "undefined weapon animbank"
Posted: Tue Jan 22, 2013 4:40 pm
by AceMastermind
Glitch25 wrote:C:\BF2_ModTools\data_ABC\Animations\munge.bat
Get rid of this munge.bat, you don't need it.
Code: Select all
... not recognized as an internal or external command, operable program or batch file.
^ These messages usually indicate messed up Windows environment variables. You should be able to Google the Windows 7 fix for this.
EDIT
Here's a thread from a while ago where this was discussed:
forums/viewtopic.php?f=37&t=26287
EDIT2
This app provides an alternative to using the BF2_modtools for munging animations:
https://github.com/Schlechtwetterfront/mshsuite
Discussion thread:
forums/viewtopic.php?f=36&t=28451
Re: "undefined weapon animbank"
Posted: Tue Jan 22, 2013 4:53 pm
by Glitch25
Alright so this problem is because of my operating system.
I'll see what I can do. In the meantime I need to ask someone else to munge the animations. Thanks AceMasterMind.

Re: "undefined weapon animbank"
Posted: Tue Jan 22, 2013 6:29 pm
by CressAlbane
What? You should be able to resolve that within a matter of minutes. It's not an inherent conflict with the OS, it's rather a messed-up Path variable. Try looking at the link Ace gave me in the other topic - it helped me out a lot.
Re: "undefined weapon animbank"
Posted: Tue Jan 22, 2013 7:17 pm
by kinetosimpetus
it looks like you're running cmd from your User folder not the mod folder. cmd can't find the munge bats because it's not in the right folder.
use "cd C:\\BF2_Motdools\*insert the rest of the folder path here*" to move the prompt to the right folder.
Re: "undefined weapon animbank"
Posted: Tue Jan 22, 2013 8:43 pm
by Glitch25
kinetosimpetus wrote:it looks like you're running cmd from your User folder not the mod folder. cmd can't find the munge bats because it's not in the right folder.
use "cd C:\\BF2_Motdools\*insert the rest of the folder path here*" to move the prompt to the right folder.
Same result.