Anims not being munged.

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Fiodis
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Anims not being munged.

Post by Fiodis »

I made a custom animset with just basepose and human_rifle_fall. I edited the animation name to elite, and tried to munge. No ZenAsst or the other log pop up, even when I run it as an administrator. No elite anims files show up in my Rep's munged folder. I'm running Win7, if that alters batch files anyway. What's going on?
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Re: Anims not being munged.

Post by DarthD.U.C.K. »

did you set the munge.bat etc. up properly?
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Re: Anims not being munged.

Post by Fiodis »

The one in the same folder as the anim mshs? Yes.
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Re: Anims not being munged.

Post by DarthD.U.C.K. »

which basepose did you use?
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Re: Anims not being munged.

Post by FragMe! »

You also need to make sure the bat files that are in the root of the animation folder. clean.bat munge.bat and munge_subdir.bat. Made that mistake before :oops:
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Re: Anims not being munged.

Post by Fiodis »

I used the human1 basepose. I've never seen any clean.bat, munge.bat or munge_subdir.bat before. Where could I find them and where should they be, exactly?
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Re: Anims not being munged.

Post by FragMe! »

look in the shipped assets animation folder and copy them to your animation folder which I am sure you created
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Re: Anims not being munged.

Post by Fiodis »

That asks me to replace the munge.bat that's already in there.
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Re: Anims not being munged.

Post by FragMe! »

is you directory structure set up like the one in the shipped assets folder?
Animation
First_person
Prop

etc
There are 2 munge.bats one in the animation root and the one in the folder where your actual animations are
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Re: Anims not being munged.

Post by Fiodis »

Woah, wait, I've done it successfully before back on my other machine and I have no idea what you're talking about. I have, in data***/Animations/SoldierAnimationBank folder, munge_animation.bat. Also in that folder, I have the folder skydiver, and within that basepose.msh, elite_rifle_fall.msh, and munge.bat.
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Re: Anims not being munged.

Post by kinetosimpetus »

skydiver and elite should be changed to the same thing i think.
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Re: Anims not being munged.

Post by FragMe! »

all I know is when I start doing animation I create an animation directory copy the bats into it, then create a subdirectory appropriate to what I am doing like Prop, then copy into that the muge_animation.bat file and finally create another directory for the actual animation, example door and into that I copy the .bat files from any prop folder in the assets (yes I am lazy) and edit it for what I want my animation to be output as.
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Re: Anims not being munged.

Post by Fiodis »

I'm afraid I couldn't follow that, Fragme. I'm not sure what you mean, and I've never heard of that before.
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Re: Anims not being munged.

Post by FragMe! »

All I was saying is follow the directory structure as seen in the assets folders and copy the required .bat files to each folder. Example of what I did for a rotating light animation.

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Re: Anims not being munged.

Post by DarthD.U.C.K. »

kinetosimpetus wrote:skydiver and elite should be changed to the same thing i think.
kinetus is right, you have to call the folder of the animset, the animset in the munge.bat and the prefixes of all anims in the set the same
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Re: Anims not being munged.

Post by Fiodis »

Right, the folder, the animation name in the munge.bat, and elite_rifle_fall all now are elite. Fragme, that setup is what I had to start with (except the munge_subdir.bat and clean.bat and things), and it's all within SoldierAnimationBank. That said, it still doesn't seem to work.
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