Re: Changin a Unit's Animations
Posted: Sat Jul 25, 2009 7:12 pm
Ah, like Rookies/The Clone Wars series
Labj wrote:Ah, like Rookies/The Clone Wars series
Yoda wrote:"A good episode, that was."
Either you do it in XSI or you live with it, from what Ace posted, there may be another way to do it, but I'm not quite sure of it.Fierfek wrote:I kind of understand it.
This is what I want:
I want a normal-looking droid who, when the disguise kit is activated, turns into a normal-looking clone.
My question is: How do I accomplish that? Without using XSI.
XSI won't work on my computer. Oh well, I guess I'll just remove the unit.DarthRogueKnight wrote:Either you do it in XSI or you live with it, from what Ace posted, there may be another way to do it, but I'm not quite sure of it.
It sounds like you can give the droid skeleton the human animations, and keep the figure of the droid, but I'm not quite sure.
off-topic: I forget that clones name, but I liked the part at the end where he sacrificed himeslf to blow the charges.
What Ace is saying is units can use the same animation set but use different skeletons case in point is the female sniper. It uses human animations but uses marksperson skeleton but since there is no animation set called marksperson it uses human animations same for the gungans.AceMastermind wrote:add SkeletonName = "human"
AnimationName = "human" to your droids odf coding
..."Skeleton" and "Animation" references are - essentially - the same thing...excerpt from BF2 Jedi Creation.doc simplified by me wrote:the next line can be one of 3 choices:
1. Not included (blank)
if the model wants to use the basic human skeleton and animations.
2. AnimationName
if this model uses the basic human skeleton, but wants to provide its own animations as a set of files in the "munged" folder.
3. SkeletonName
if this model wants to use its own skeleton in addition to its own animations.