R2D2 anims

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ForceMaster
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R2D2 anims

Post by ForceMaster »

Hi, I m working in an animated r2d2, i make anims for "jump" and "jump_hover" (like the jettrooper) for fly.

so, is posible add this anims for an rd2d unit?

I.E, if i use the all_droid_r2d2.msh as unit the model looks static and not animated when it jump or "fly", i have anims for it, how i can use it?

Image

Image

help is very very apreciated!
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Re: R2D2 anims

Post by DarthD.U.C.K. »

it is possible but you need to make it an unit with skeleton, which requires to make all needed anims but for r2d2 you should be be able to just take the idlepose, copy it and name it like the needed anims
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Re: R2D2 anims

Post by ForceMaster »

thanks for answering friend

only two things more:
1) I need all the bones of a normal unit (unit template beta bones)? or I can only put the ones I need.

2) what is the correct name for the animations that I need?
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Re: R2D2 anims

Post by DarthD.U.C.K. »

1.no
2. this is the most easy way giving him the new anims i can imagine:
1.implement the new bones into theshipped skeleton and export it as new skeleton
2.envelope r2 only to the new bones
3.now animate the new bones of the skeleton and export the appropriate anims (jetpack_hover; jump and maybe idle; landhard and landsoft)
4. munge a new animset with the new anims only and got cool new anims without having to make al 20 baseanims or rename the idle to them
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Re: R2D2 anims

Post by ForceMaster »

Thanks friend, but i have an error after munge it:

Code: Select all

ERROR[levelpack rep.req]:Expecting bracket, but none was found.
File : munged\pc\rep_inf_r2d2.lvl.req(1)...

ucft <--
ERROR[levelpack rep.req]:Expecting bracket, but none was found.
File : munged\pc\rep_inf_r2d2.lvl.req(1)...

ucft <--
 [continuing]
   2 Errors    0 Warnings
i have the .req file in the correct folder. :(
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Re: R2D2 anims

Post by CodaRez »

ForceMaster wrote:Thanks friend, but i have an error after munge it:

Code: Select all

ERROR[levelpack rep.req]:Expecting bracket, but none was found.
File : munged\pc\rep_inf_r2d2.lvl.req(1)...

ucft <--
ERROR[levelpack rep.req]:Expecting bracket, but none was found.
File : munged\pc\rep_inf_r2d2.lvl.req(1)...

ucft <--
 [continuing]
   2 Errors    0 Warnings
i have the .req file in the correct folder. :(
I believe you got a bracket missing in one of ur LUAs?

Just sayin.
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Re: R2D2 anims

Post by DarthD.U.C.K. »

not in the lua, there seems to be something wrong with the odf/req, can you post them?
you dont get this error when battlefront doesnt like your anims
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Re: R2D2 anims

Post by ForceMaster »

the req problem is fixed, thanks.

One question: when i export the anims i need call it "jetpack_hover" or "r2d2_somestate_someweapon_jetpack_hover"?
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Re: R2D2 anims

Post by DarthD.U.C.K. »

the second suggestion is correct, the name of the shipped anim is "human_pistol_jetpack_hover.msh"
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Re: R2D2 anims

Post by ForceMaster »

Oh, so... it will be
"r2d2_pistol_jetpack_hover"
"r2d2_pistol_jump"
"r2d2_pistol_idle"
"r2d2_pistol_landhard"
"r2d2_pistol_landsoft"

are correct?
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Re: R2D2 anims

Post by DarthD.U.C.K. »

yes, if you give him a its weapon a pistolanimbank
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Re: R2D2 anims

Post by MandeRek »

Now i tried the same, but the animations weren´t loaded at all: the enveloped object stays static during all anims, as if the custom anims aren't loaded at all. I think i got it all setup correctly
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Re: R2D2 anims

Post by ForceMaster »

I have the same problem. why? :(
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Re: R2D2 anims

Post by [TFA]Padawan_Fighter »

Wait...you can convert XSI anims to BF2 anims? I thought you needed the full version to do that...
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Re: R2D2 anims

Post by DarthD.U.C.K. »

exactly
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Re: R2D2 anims

Post by ForceMaster »

yes, i have it. @ DarthD.U.C.K, can you explain only a bit how get the anims ingame for new bones in the shipped skeleton? thanks again!
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Re: R2D2 anims

Post by DarthD.U.C.K. »

ill do it tomorrow, learning for mathcoursepaper this night

EDIT:here it is
1. import the unit_template_beta into your r2-scene
2. drag r2 and his sv under the dummyroot and delete the old sv and override_texture
3. drag the new bones/nulls you created for r2 under the bone_root
4. envelope r2 to the new bones you made for him (not to any bone of the shipped skeleton!)
5. when you are done, keyframe all bones on 0 and 1
6. set the timeline to 0-1, set the timer to 0, branchselect the dummyroot (and delete everything but the skeleton if you want) and export with:
-select exported model only
-export animation
-export fk animation
-ingnore basepose (this doesnt ignore the basepose, i dont know what its supposed to be)
-use current frame as basepose
save the msh as baspose.msh
7. export the unit with branchselect and the anim-related boxes above unchecked to r2d2.msh or whatever you wat
8. now animate the new bones, branchselect and export the animations as usual
9. when you exported all anims, munge a new animset (only the new basepose and anims)
10. give r2 the new set in the odf and make shure the weapon uses the animationbank you made the custom anim for
(like "pistol" if you called your animations "r2_pistol_jetpack_hover.msh")
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Re: R2D2 anims

Post by MandeRek »

Did that, no animations played at all. For some reason I think the bones aren't loaded in an anim, dunno why. You COULD try making it saber anims, ORRR just using the normal skelleton, with new anims (one static - one jetpack etc.)
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Re: R2D2 anims

Post by DarthD.U.C.K. »

what do you mean with "the bones arent loaded in an anim"?
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Re: R2D2 anims

Post by ForceMaster »

I follow each step but the anims not work, the game crash, i have not bfront2.log erros about that... :roll:
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