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How do the animation works??

Posted: Sun Oct 26, 2014 6:16 am
by Anakin
Hi,

i often wonder how the animations exactly works.

It's because i ported some models, and they had different baseposes from the stock one, but the animation from the stock works "fine", so it doesn't look very good, but it even doesn't look that worse i thought it would.

So this is what i know about the animation:
you have a basepose msh file that is simply the bones of the model.
you have the animation mshs.
[magical black box]
You see nice animations ingame

So i wonder about the magic black box :mrgreen:

Do i need to start every animation from the unit's basepose? or can i use different baseposes with the same animation??
Is there a matter weather the bones are at it's "rigth" position, or does bf only rotatet the basepose msh the way the animated msh are rotatet??

Re: How do the animation works??

Posted: Sun Oct 26, 2014 10:07 am
by Kingpin
Well, I know that you can use any animation set with any basepose; you just have to get the unmunged animations and swap the basepose. However, I am not sure if that works with creating a new basepose, but from what I understand (which may be wrong entirely), if you create a new basepose, you can add that like any other basepose. I don't think that the position of the model's features when you export will effect how it looks, if the bones are lined up correctly.

Re: How do the animation works??

Posted: Sun Oct 26, 2014 4:10 pm
by AceMastermind
Anakin wrote:...
Do i need to start every animation from the unit's basepose?...
You wouldn't create a new run animation with the T-pose as the first keyframe, if that's what you're asking.

There is no "magic black box", nor any kind of witchcraft or sorcery involved. You can import and examine all the examples you need with ZETools.
Porting character models from other games is a whole new beast for the beginner and usually requires extra steps to clean up and prepare them for SWBF2, as opposed to just creating new ones or editing existing ones from the assets.
Kingpin wrote:... I know that you can use any animation set with any basepose...
Sure, as long as you don't care if it works or not.

Re: How do the animation works??

Posted: Sun Oct 26, 2014 4:35 pm
by Kingpin
AceMastermind wrote:
Kingpin wrote:... I know that you can use any animation set with any basepose...
Sure, as long as you don't care if it works or not.
How about instead of just being rude about it, you can just correct what I said with the correct answer. Seems like a good idea that would work.

Re: How do the animation works??

Posted: Sun Oct 26, 2014 4:52 pm
by MileHighGuy
if you use animations that do not match the basepose, the bones that are not animated will contort (or fall to the ground) and look very bad

Re: How do the animation works??

Posted: Mon Oct 27, 2014 2:05 pm
by Anakin
MileHighGuy wrote:if you use animations that do not match the basepose, the bones that are not animated will contort (or fall to the ground) and look very bad
The most BF Animations need an skleton base that looks like this:
°
--|--
||

What is if my basepose looks like this:
°
/|\
/\

Can i use the stock animations with this different basepose?? or do i need to make the 2nd version looks like the 1st one?? If yes how can i do this easily?? (i tryed to first envelope and than move the bones in the position from 1 but this didn't worked.

Re: How do the animation works??

Posted: Mon Oct 27, 2014 2:18 pm
by JimmyAngler
You need to first start with no envelope. Then, select all the bones in the skeleton. Look at the bottom of the screen where the animation keys are. Select the red key an unkey it. Do this for each red key. Then, rotate your bones so they fit your model. When. You are done, select all the bones and go to the first keyframe and key it. Do the same with the second key frame. Branch select and export!
Hidden/Spoiler:
Hope someone checks and makes sure this is accurate.

Re: How do the animation works??

Posted: Mon Oct 27, 2014 3:56 pm
by MileHighGuy
Anakin wrote:
MileHighGuy wrote:if you use animations that do not match the basepose, the bones that are not animated will contort (or fall to the ground) and look very bad
The most BF Animations need an skleton base that looks like this:
°
--|--
||

What is if my basepose looks like this:
°
/|\
/\

Can i use the stock animations with this different basepose?? or do i need to make the 2nd version looks like the 1st one?? If yes how can i do this easily?? (i tryed to first envelope and than move the bones in the position from 1 but this didn't worked.
yes you can use that basepose. I and other people have made ones like it and it works fine. It is called the A-pose btw.