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Animation Question

Posted: Thu Mar 28, 2013 1:01 pm
by noMatt
Hey since i'm new to SWBF2 Animations i have 2 Questions


-Where's defined which animation which soldier uses? Odf? In case aalya yes but the clones not.
I've searches all instances (rep_inf_ep3trooper/ rep_inf_rifleman/rep_inf_default_rifleman/rep_inf_default/com_inf_default) nothing in there

I know that jedis like aalya have a combo file

-which animations are required to make unit work. Where is stored which is the walk animation which the aim anim ect ect

Re: Animtation Question

Posted: Thu Mar 28, 2013 1:24 pm
by Bob
In SWBF2 all units use default anims, you can find the raws in the human_* folders in
???\BF2_ModTools\assets\Animations\SoldierAnimationBank.
If there is an AnimationName specified in an unit's ODF (like most jedi) these animations can be overwritten, but don't have to. For example, the human_sabre_sprint_full gets replaced with aalya_sabre_sprint_full. there is no aalya_rifle_stand_shoot_full, so the default human_rifle_stand_shoot_full is used.
You thus can simply replace animations (if you stick to the naming rules), all you have to do is munging your own animset, tutorial for this can be found in the FAQ.

Re: Animation Question

Posted: Thu Mar 28, 2013 7:16 pm
by noMatt
I dont want to repleace since i have a new soldier. My problem is: where can i define, in a new soldier, which animation will be used? I know i can make them prefer an animation bank but thats not what i want. I want to define,which anim will be used in which situation (walk, jump, aiming) usw..
Where can i define those events? For heros: .combo. But whats about normal soldier? Did i have to write a .combo for each soldier?

Re: Animation Question

Posted: Thu Mar 28, 2013 7:37 pm
by Bob
The .combos have (almost) nothing to do with the anims, they just set up stuff for melee weapons.
You can't define which anim is used in which situation, but you can exchange anims via renaming them and munge into an animset. For example create a folder for a new animset, copy human_rifle_diveforward into it, rename it to *nameoftheset*_rifle_stand_reload_full and your dude will do a roll when you reload.

Re: Animation Question

Posted: Fri Mar 29, 2013 9:15 am
by noMatt
So that means animation names are hard coded? Who setet a system up, which is as bad as this.

Bad work done Pandemic

EDIT
I have one final question: Which human animations are used by the game by default? 1, 2, 3 or 4?

Re: Animation Question

Posted: Fri Mar 29, 2013 11:40 am
by Bob
All of them. Human_0, human_1, human_2, human_3, human_4, human_sabre and humanlz (lowrez for anims). There is also humanfp (first person anims), but it's not included in the assets.

Re: Animation Question

Posted: Fri Mar 29, 2013 11:42 am
by noMatt
ok

Re: Animation Question

Posted: Fri Mar 29, 2013 11:44 am
by Bob
o wait, the humanfp IS included, just at a different location.
???\BF2_ModTools\assets\Animations\FirstPerson is the place.
Silly me.

Re: Animation Question

Posted: Fri Mar 29, 2013 2:39 pm
by EliteJay
How do you put tht modern aiming animation that's in the battlefront evolved mod and the 153rd legion mod? I think someone should release that script so that people could use it!