Maybe this is on the wrong board... don't know.
Here is my question, can you give weapons animation by placing Animationname = "TheAnimationFile" in the ODF of the weapon. Like props it would use the "Idle" animation call out, because the weapon would always be idle. (Even though it's moving)
Anyone have any idea if this would work, or how the lightsaber spins when it's thrown? I can't find a animation call out for the spinning of lightsabers once there thrown in Battlefront.
XSI Animation for weapons?
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RE: XSI Animation for weapons?
what are you talking about?
Props don't need an 'idle' animation to call out and play that one - 'idle' is just the easiest name they found out
Why I say this? Because I just animated a prop - actually an ep2 clone trooper - and renamed some of the names to;
rep_prop_ep2trooper_emote
rep_prop_ep2trooper_lookaround
rep_prop_ep2trooper_check
they just don't currently have a collision
but hey, I didn't add it either
and I just took the animations from human0 in the animationBank and renamed 
Those are the animations, and they works PERFECTLY; changing between the animations at random
So what I would suggest, was to try to make a totally new AnimationBank called Weapon (Thinking of FirstPerson, Prop, SoldierAddOn and the other's)
And then use the procedure? Making it play the animation from the Weapon AnimationBank and using the same as all the other animated props in their .odf's;
GeometryName = "rep_prop_ep2trooper"
AnimationName = "rep_prop_ep2trooper"
(Example of course
)
The animationname would obviously be the folder inside Animations>Weapon
And then in the .odf we'd specify what animations it should run:
Animation = "rep_prop_ep2trooper_emote"
Keep in mind that it will most likely make a .ANIMS* and .ZAABIN* and .ZAFBIN* which will contain the animations
In theory, I think it would be possible.
Props don't need an 'idle' animation to call out and play that one - 'idle' is just the easiest name they found out
Why I say this? Because I just animated a prop - actually an ep2 clone trooper - and renamed some of the names to;
rep_prop_ep2trooper_emote
rep_prop_ep2trooper_lookaround
rep_prop_ep2trooper_check
they just don't currently have a collision
Those are the animations, and they works PERFECTLY; changing between the animations at random
So what I would suggest, was to try to make a totally new AnimationBank called Weapon (Thinking of FirstPerson, Prop, SoldierAddOn and the other's)
And then use the procedure? Making it play the animation from the Weapon AnimationBank and using the same as all the other animated props in their .odf's;
GeometryName = "rep_prop_ep2trooper"
AnimationName = "rep_prop_ep2trooper"
(Example of course
The animationname would obviously be the folder inside Animations>Weapon
And then in the .odf we'd specify what animations it should run:
Animation = "rep_prop_ep2trooper_emote"
Keep in mind that it will most likely make a .ANIMS* and .ZAABIN* and .ZAFBIN* which will contain the animations
In theory, I think it would be possible.
