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Thread: Editing Animation folder

  1. #1

    Default Editing Animation folder

    Hello
    I am trying to unpack MTTW2 animations Pack.dat skeleton.dat in order to open the .cas with 3dsMax (or to enable Milkshape to read the files); I can't find the software to do so ; Could you indicate which tutorial I must follow .
    thanks

  2. #2
    Member Member KnightErrant's Avatar
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    Default Re: Editing Animation folder

    You don't want to go that route, those would come out in raw form.
    Caliban released his animations directory a good while back. You can
    find it here:

    http://www.twcenter.net/forums/downl...o=file&id=1686

    You can merge animations with Milkshape .ms3d models using the
    Python animation utilities located here:

    http://www.twcenter.net/forums/downl...o=file&id=1469

  3. #3

    Default Re: Editing Animation folder

    Thanks answering

    I've done so and that's what I have at the end







    error message : unpack requires a string argument of lengh 4


  4. #4
    Member Member KnightErrant's Avatar
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    Default Re: Editing Animation folder

    Hi Tanauser,

    Definitely looks like it died reading your .ms3d file.
    I'll PM you an e-mail for me. Could you send the
    the .ms3d model you want to merge with an animation
    and I'll see if I can reproduce the same error and look
    into it?

  5. #5

    Default Re: Editing Animation folder

    I'm trying to edit the .cas the MTW2_HR_Arquebus ; MTW2_Fast_Musket ; MTW2_Musket_Primary but I can't edit the animation

  6. #6

    Default Re: Editing Animation folder

    Thank you !!!
    I did it ! thanks for you



    I didn't know the 2 files had to be in the same folder ........;

    Can you lead me for the steps to change the animation and to put it back so that the modeldb. will understand it .
    I can deal with a static Mesh , moving the vertex around ...but I understand I Will have to do it on every frame ; but I need to save it under which .....animation name Ms3d .... and/or unit_models Ms3d ? ...Also someting is very confusing because their are many animation regarding obviously the same reloading :
    MTW2_Arquebuse_attack_missile_reload.cas
    or MttW2_Musket_attack_missile_reload.cas
    and ...sames _extended.cas

    This blue coats mod is going to be something ....I will make a Winchester reloading

















  7. #7
    Member Member KnightErrant's Avatar
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    Default Re: Editing Animation folder

    Hi Tanauser,

    (1) Let's just start with the basic stuff. You can change the animations
    in the keyframer to something that better approximates the Winchester
    action. You animate by rotating the bones or joints. You can experiment
    on your animated file and just don't save the changes. Say you want to
    change the first frame. You hit the key that looks like ||< (you get a tooltip
    if you hover over it). Go to the joints tab and click on the joint bone_Relbow
    to select it, then go to the model tab and press the rotate button. You
    should see something like this:



    The way the human skeleton works you'll mostly rotate about the x-axis.
    The units for those boxes are degrees. (Milkshape's coordinate system is
    x-axis to the right of the screen, y-axis is upwards, and the z-axis is out
    of the screen.) The rotations are relative to the current pose so you could
    rotate by 10 degrees three times in a row to go 30 degrees total. Go back
    and forth from the joints tab to the model tab selecting different bones and
    experimenting, just don't save your model.

    (2) At some point when you do have a completely redone animation you'll need
    to extract it out from the Milkshape .ms3d file into a .cas file. Say your file
    is called "bluecoat_animby_shoot.ms3d". Run the python animationutilities,
    click the animextract button.

    (If you get an error fussing about the line:
    float_vec3.fromfile( fidcas, 7 ) at line number 1091, that's my fault.
    Open animationutilities.py with any text editor and search for that
    string. It only occurs once in the file. Comment it out by putting the
    symbol # in front of it and saving.)

    The animextract button will put up a file chooser, Mouse to your file
    bluecoat_animby_shoot.ms3d and select it. It should produce a .cas
    file named shoot_modified.cas, the _modified is so it doesn't overwrite
    your original. Basically, whatever follows the _animby_ part will be the
    name of the output file with _modified added to it.

    (3) The animation family (defined in a moment) for a unit is specified in
    the modeldb file. For instance, for armored_sergeants near the bottom
    for that entry you would see:

    Code:
    5 slave 
    56 unit_models/AttachmentSets/Final Kite_slave_diff.texture 
    56 unit_models/AttachmentSets/Final Kite_slave_norm.texture 0  
    7 normans 
    58 unit_models/AttachmentSets/Final Kite_normans_diff.texture 
    58 unit_models/AttachmentSets/Final Kite_normans_norm.texture 0  
    1 
    4 None 
    10 MTW2_Spear 0  
    2 
    18 MTW2_Spear_primary 
    14 fs_test_shield 0 
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    The red name is the name of the animation family.

    (4) If you now go to descr_skeleton.txt, you can find the definition of the
    family.


    Code:
    type		MTW2_Spear
    strike_distances 1.40 2.20 3.2 3.5 4.0
    locomotion_table soldier
    
    anim		default													data/animations/MTW2_Spear/MTW2_Spear_basepose.cas
    
    ;;;Defend
    anim		eager_defend_lo_stab									data/animations/MTW2_Spear/MTW2_Spear_defend_stab_med.cas								-fr	-if:6	-evade	-prob 10		-evt:data/animations/MTW2_Spear/MTW2_Spear_defend_stab_med.evt
    anim		eager_defend_mid_slashlr_light							data/animations/MTW2_Spear/MTW2_Spear_defend_slashlr_med.cas							-fr	-if:7	-evade	-prob 10		-evt:data/animations/MTW2_Spear/MTW2_Spear_defend_slashlr_med.evt
    anim		eager_defend_mid_slashrl_light							data/animations/MTW2_Spear/MTW2_Spear_defend_slashrl_med.cas							-fr	-if:6	-evade	-prob 10		-evt:data/animations/MTW2_Spear/MTW2_Spear_defend_slashrl_med.evt
    anim		eager_defend_overhead_stab								data/animations/MTW2_Spear/MTW2_Spear_defend_stab_hi.cas								-fr	-if:6	-evade	-prob 10		-evt:data/animations/MTW2_Spear/MTW2_Spear_defend_stab_hi.evt
    
    ;;;Reaction
    anim		knockback_from_front										data/animations/MTW2_Spear/MTW2_Spear_knockback_from_front.cas		-fr		-evt:data/animations/MTW2_Spear/MTW2_Spear_knockback_from_front.evt
    anim		knockback_from_right										data/animations/MTW2_Spear/MTW2_Spear_knockback_from_right.cas		-fr		-evt:data/animations/MTW2_Spear/MTW2_Spear_knockback_from_right.evt
    anim		knockback_from_back											data/animations/MTW2_Spear/MTW2_Spear_knockback_from_back.cas			-fr		-evt:data/animations/MTW2_Spear/MTW2_Spear_knockback_from_back.evt
    anim		knockback_from_left											data/animations/MTW2_Spear/MTW2_Spear_knockback_from_left.cas			-fr		-evt:data/animations/MTW2_Spear/MTW2_Spear_knockback_from_left.evt
    (There's a lot more there, I just cut it off.) The first word after anim is
    the action command which is followed by the path to the .cas file that
    performs the action.

    Basically, you would copy a MTW2_Musket directory to a new directory
    named MTW2_Winchester. Then edit descr_skeleton.txt, copy the
    MTW2_Musket family entry, name the new animation family
    MTW2_Winchester, and change all the .cas path names for that entry
    to point to the directory MTW2_Winchester. Then you can edit
    whatever .cas files in that directory you want and they only apply to
    units that specify MTW2_Winchester as their animation in the modeldb file.
    In other words, you still have unchanged musket animations for all
    other units.

    There's some more steps but this is probably too long already.

  8. #8

    Default Re: Editing Animation folder

    Good evening
    I can't see any joint or bones at all ; I can't have them appear
    All I see is this

    I can rotate the forearm....but
    I don't catch the process on how to give the new animation to the model

  9. #9
    Member Member KnightErrant's Avatar
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    Default Re: Editing Animation folder

    It's always the details I forget. Go to the joints tab
    and check the checkbox that says show skeleton. If they
    come out as huge blue boxes go to File -> Preferences
    and on the dialog that pops up, click the Misc tab. and then change
    the joint size entry to 0.025. Then the joints should appear
    normal.

  10. #10

    Default Re: Editing Animation folder

    I did so

  11. #11

    Default Re: Editing Animation folder

    So I found that the model the nearest to the movement I need:


    question appear
    1) How do I save each rotation ?: I guess I would need 4 frames in front & 4 frames back with the right hand, that 8 changes


    This ms3d gives me 21 frames ; let say I want to start the movement at frame 15



    guessing : I start changing n°15 (rotation under -Y ), than I go to n° (-Y)16 , (-Y)17, (-Y)18 than backward 19( +Y) ...22 (+Y) So after the job done do I just save the file , and that's it ?


    2) when I will be done I guess I'll have to create a special folder in which I will put this Change + all animation LESS the original reloading ?; save the folder under a special name and put it at the end of the unit in the modeldb. ??? ...later

  12. #12

    Default Re: Editing Animation folder



    The problem I meet is that the rifle is moving along with the hand





    so when I rotate the hand I move the rifle also even if I reassign the weapon in order to make a new articulation in the wrist

    So I have tried to create a New joint in the middle of the hand (joint tool >>>add a new joint between the selected one and it's parent)




    but I cant find a way to join it with the rest ....!?
    For now I freeze investigating before you tell me more, maybe I am going the wrong way ....

  13. #13
    Member Member KnightErrant's Avatar
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    Default Re: Editing Animation folder

    Hi Tanauser,

    What you want to do, that is, animating the lever of the Winchester, is going
    to be a lot of work for a detail many users may not even zoom in to see. An easier
    thing is to just animate the right arm to drop down a little after each shot to
    give the illusion of cocking to eject the spent round and chambering a new one.
    Most players watching a company of bluecoats firing that way would understand that
    they are seeing a rapid firing repeater rifle in action.

    I'm not encouraging the easier way, just pointing it out as a fall back. If you
    try the harder way and later decide it's too much work, you'll still have learned
    a lot about using Milkshape and animations so it won't be a wasted effort.


    Now, the mechanics of making joints. You are quite right, if you go to the model tab,
    click joint and then click in a viewport, you get an isolated joint which isn't good
    for anything. You need to add the new joint into the "bone hierarchy" of the model.
    I'll explain that in a moment. Right now you just want to have a new bone coming off
    of bone_Rhand, the terminology for that is that bone_Rhand is the "parent" and the new
    bone is the "child". Go to the joint tab and select bone_Rhand by double-clicking it.
    Then go to the model tab, click the joint button, then click in a viewport where you
    want the new joint, somewhere near bone_Rhand. Once you click you should see blue lines
    connecting bone_Rhand to your new joint. Since it was selected when you clicked, bone_Rhand
    is now the parent of your new bone. You can go to the joint tab and double-click on
    the new bone (probably called joint24 or something like that) and then in the edit
    box below you can select the name joint24 and then type in a new name, like bone_lever
    or something descriptive, and then click the rename button to the left to rename it.

    A tutorial on the bone hierarchy:

    Bones (or joints, a better and more descriptive terminology) form a tree structure with
    one root node or joint. For human models with CA's standard skeleton, the root joint
    is bone_pelvis. All other bones are children of bone_pelvis or of its children, down
    several generations, so to speak. Americans and the English will know this children's song

    "The hip bone's connected to the thigh bone,
    The thigh bone's connected to the leg bone,
    The leg bone's connected to the ankle bone,
    The ankle bone's connected to the foot bone..."
    It's actually kind of like that. Here's the hierarchy in CA's standard order:

    Code:
       1  [0]              2   [1]                 3  [2]              4  [3]
    bone_pelvis     -->  bone_RThigh     -->   bone_Rlowerleg   -->  bone_Rfoot     
    
       1  [0]              5   [1]                 6  [5]              7  [6]            8  [7]
    bone_pelvis     -->  bone_abs        -->   bone_torso       -->  bone_head    -->  bone_jaw     
                                                                                \
                                                                                 \       9  [7]
                                                                                   ->  bone_eyebrow 
    
    
       6  [5]               10  [6]               11  [10]            12  [11]          13  [12]
    bone_torso      -->  bone_Rclavical  -->   bone_Rupperarm   -->  bone_Relbow  -->  bone_Rhand      
    
       6  [5]               14  [6]               15  [14]            16  [15]          17  [16]
    bone_torso      -->  bone_Lclavical  -->   bone_Lupperarm   -->  bone_Lelbow  -->  bone_Lhand      
    
    
                          
       1  [0]             18   [1]                19  [18]            20  [19]
    bone_pelvis     -->  bone_RThigh     -->   bone_Rlowerleg   -->  bone_Rfoot


    The first number above each entry is a 1-based index of that bone and the second number in brackets
    is the index to its parent. The bracketed numbers are the hierarchy tree array for the skeleton.
    They tell the game engine which bone is whose parent so it can multiply all the right rotation matrices
    together to find out how to move a given vertex when an animation is played.

    Actually I've simplified it a little to explain how it looks in Milkshape. In a .cas animation file
    there is one more bone called Scene_Root that lies above bone_pelvis. It's position is always (0.0,0.0,0.0)
    and it is never animated. The way the above is encoded in a .cas file is


    Code:
    Scene_Root          0
    bone_pelvis         0
    bone_RThigh         1
    bone_Rlowerleg      2
    bone_Rfoot          3
    bone_abs            1
    bone_torso          5
    bone_head           6
    bone_jaw            7
    bone_eyebrow        7
    bone_Rclavical      6
    bone_Rupperarm     10
    bone_Relbow        11
    bone_Rhand         12
    bone_Lclavical      6
    bone_Lupperarm     14
    bone_Lelbow        15
    bone_Lhand         16
    bone_LThigh         1
    bone_Llowerleg     18
    bone_Lfoot         19

    In reality, the hierarchy tree array is a zero-based indexing into the bone name array with Scene_Root
    included. Those integers in that order is what you find in every .cas file containing a human animation
    for M2TW. This is a whole bunch of explanation to tell you that when you add bone_lever into your skeleton
    we will need to add one entry to the hierarchy tree array right after the number 19. That number will be 13,
    the zero-based index to bone_Rhand, which is it's parent. (This applies much later when the new skeleton
    gets exported to a family of .cas files.)

  14. #14
    Member Member KnightErrant's Avatar
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    Default Re: Editing Animation folder

    I realized the very next thing you are going to want to do after making
    bone_lever is to assign vertices to it.

    Bone Assignments:

    Go to the joint tab and select bone_lever by double clicking it so the name appears
    down in the edit box next to the rename button. Then go to the model tab and click
    the select button. Down near the bottom of the model tab, in the group named "select options",
    click the vertex button. Now use the mouse to select the vertices of the lever by dragging
    a box around them. (You might have to do this procedure several times with small drag boxes to
    avoid selecting vertices of the arm.) After selecting some vertices, go to the joint tab and
    then click the assign button. You can go back and select more vertices while keeping the joint tab
    open and repeatedly assign until you get them all. Once done, click away from the model in one
    of the viewports to unselect everything. On the joint tab, check the checkbox named "Draw vertex weights".
    Then double-click bone_lever and all the vertices assigned to it will show up red. This is how
    you check your assignments. You can run through all the other bones to see how their assignments
    show up as well.

  15. #15

    Default Re: Editing Animation folder

    Done

    and the articulation is working ; but let's do it the easyest way with the Right elbow like you started ...I follow you

  16. #16

    Default Re: Editing Animation folder



    but the the hand is not moving or responding anymore so how do you associate vertices to joint (I mean make them standing together with the new joint_child)

  17. #17
    Member Member KnightErrant's Avatar
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    Default Re: Editing Animation folder

    Are you in the keyframer? That is, did you click the anim button?
    If you do rotations without being in the keyframer you are changing
    the model, not making animations. Click the anim button, then go to
    the joint tab and double-click a bone to select it, then to the model
    tab, click rotate, then rotate about some axis by some amount of
    degrees and see how it looks. There are edit boxes on the keyframer
    where you can set how many frames you want (there are tooltips if
    you hover over them). After doing a frame, go to the menu item animate
    and select set keyframe to save that frame, then go to the keyframer and
    step to the next frame and work on that. Try doing like a 5 frame
    animation as a test, and then play it by clicking the > button.

  18. #18

    Default Re: Editing Animation folder

    I don't understand I think I'm lost ; whatever I rotate with the Right arm (hand , elbow , uperarm); the Gun comes with it...(its like if it was weld to the arm) I have tried to assign the gun again "Bone_weapon_weapon01 to musket ...it doesn't work


    .I have to go back from the begining
    1) Open the merge Ms3d file (with the animation) selecting 5 frames /second
    2) Click on the anim button ? so the model get in position
    3 ) selecting the R_elbow from the joint Tab (dble click)
    4) click on the Rotate or move button from the model Tab to give the motion I search?
    5 ) Save the frame animation by clicking on the set keyframe from the menu Animate

  19. #19
    Member Member KnightErrant's Avatar
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    Default Re: Editing Animation folder

    Hi Tanauser,

    That's how animation works, the gun IS welded to the right hand when it's assigned to it.
    Every child of a joint moves when you rotate the parent. If you rotate bone_Rupperarm,
    every vertex assigned to it, AND every vertex assigned to bone_Relbow and bone_Rhand move as well.
    Think of you own arm as an example: if you are rigidly holding an object in your right hand,
    it has to move when you bend any joint in your arm.
    The bone_weapon bones are children of bone_Rhand so they also move.

  20. #20

    Default Re: Editing Animation folder

    I understand ; so there is no way to have the weapon still ....; I will have to play with both arms to get the closest to the effect ...Rotate UP with Right elbow and follow the movement with Left Clavical .....that will keep me busy for few hours
    I made already an animation with No weapon (as I have deleted it before) ; I had the idea of merge it after the job but it didn't work ....the animation was trembling and GOM didn't like it at all

    I can send you the file when I am done to have your opinion ?


  21. #21

    Default Re: Editing Animation folder

    It was finally shorter than what I have expected



    a discreet movement from the wrist : I moved the Left elbow first than selected the rifle and rotate it counter-clockwise to make it appear still ... Now the file must go in a new folder containing all the animations of the musket LESS the reloading

  22. #22
    Member Member KnightErrant's Avatar
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    Default Re: Editing Animation folder

    Ah excellent! It's not really hard once you get the hang
    of it. I'm working on something else right at the moment.
    I'll try to give you the rest of the steps tomorrow on getting
    your modified animation in game. Once you've got the whole
    procedure working, it really is just using the keyframer on each
    animation you want to mod and voila! a custom animation family
    for your bluecoats.

  23. #23

    Default Re: Editing Animation folder

    I'm just going guessing
    I have extracted the modified animation from the Ms3d file under

    USspanish_dragoon_lod0_animby.cas

    Put it in a new folder

    America/data/animations/Winch_HR_Mod/USspanish_dragoon_lod0_animby.cas
    along with all the others from the same family -minus- the one I am replacing

    that is "HR_Arquebus_attack_missile_release.cas" (this is the .cas I have modified) -minus the original reloading file (the one I don't want to see in the game by the top of the gun) that is :

    anim attack_missile_reload data/animations/HR_Arquebus/HR_Arquebus_attack_missile_reload.cas -evt:data/animations/HR_Arquebus/HR_Arquebus_attack_missile_reload.evt

    ............................


    I have 2 US blueCoats units
    Cavalry gives , in modeldb
    .....1 5 Horse 16 MTW2_HR_Arquebus 13 MTW2_HR_Sword 2 19 MTW2_Musket_Primary


    Infantry gives:
    ...1 4 None 16 MTW2_Fast_Musket 20 MTW2_Non_Shield_Fast 1 19 MTW2_Musket_Primary 1 18 MTW2_Sword_Primary
    so MTW2_HR_Arquebus and MTW2_Musket_Primary are the animation family

    lets take the first one
    if I open descr_skeleton.txt it gives for MTW2_HR_Arquebus


    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;



    type MTW2_HR_Arquebus
    reference_points siege_engines/UnitModelsRefPoints/HR_Arquebus_Ref_Point.modelReferencePoints
    parent MTW2_HR_Crossbow
    no_deltas
    in_awareness 135.0
    in_zone 135.0
    in_centre 45.0

    ;;; HR_Arquebus attacks


    anim attack_missile_ready data/animations/HR_Arquebus/HR_Arquebus_attack_missile_ready.cas
    anim attack_missile_hold data/animations/HR_Arquebus/HR_Arquebus_attack_missile_hold.cas
    anim attack_missile_release data/animations/HR_Arquebus/HR_Arquebus_attack_missile_release.cas -evt:data/animations/HR_Arquebus/HR_Arquebus_attack_missile_release.evt

    anim attack_missile_reload data/animations/HR_Arquebus/HR_Arquebus_attack_missile_reload.cas -evt:data/animations/HR_Arquebus/HR_Arquebus_attack_missile_reload.evt




    ;;; Weapon

    type MTW2_HR_Arquebus_Primary
    suppress_refpoints_warning
    in_awareness 135.0
    in_zone 135.0
    in_centre 45.0

    anim default data/animations/HR_Arquebus/weapon/w_HR_Arquebus_default.cas
    anim stand_a_idle data/animations/HR_Arquebus/weapon/w_HR_Arquebus_default.cas

    anim attack_missile_ready data/animations/HR_Arquebus/weapon/w_HR_Arquebus_default.cas
    anim attack_missile_hold data/animations/HR_Arquebus/weapon/w_HR_Arquebus_default.cas
    anim attack_missile_release data/animations/HR_Arquebus/weapon/w_HR_Arquebus_default.cas

    anim attack_missile_reload data/animations/HR_Arquebus/weapon/w_HR_Arquebus_default.cas



    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;

    Just guessing
    So now I should
    replace

    anim attack_missile_release data/animations/HR_Arquebus/HR_Arquebus_attack_missile_release.cas -evt:data/animations/HR_Arquebus/HR_Arquebus_attack_missile_release.evt

    by my new animation USspanish_dragoon_lod0_animby.cas


    but What about the .evt ? can I keep the same ?

    Than I need to change that path in that descr_skeleton.txt
    but if my file is in the America/Data folder is that OK ?
    should I repack it or can I use the Animation from dl from TWC ?


  24. #24

    Default Re: Editing Animation folder

    Could you tell me if I need to repack ? ...and in which DATA folder (MTTW2 or AMERICA)

  25. #25

    Default Re: Editing Animation folder

    I got CTD upon CTD , I don't know in which DATA/Animation/ folder I have to put the new one MTW2_Winchester ;
    also what do I do with the pack.dat inside of each


    This is how I have put it in the skeleton.txt

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;

    [B]type ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;

    type MTW2_Winchester
    reference_points siege_engines/UnitModelsRefPoints/HR_Arquebus_Ref_Point.modelReferencePoints
    parent MTW2_HR_Crossbow
    no_deltas
    in_awareness 135.0
    in_zone 135.0
    in_centre 45.0

    ;;; HR_Arquebus attacks


    anim attack_missile_ready data/animations/MTW2_Winchester/HR_Arquebus_attack_missile_ready.cas
    anim attack_missile_hold data/animations/MTW2_Winchester/HR_Arquebus_attack_missile_hold.cas
    anim attack_missile_release data/animations/MTW2_Winchester/HR_Arquebus_attack_missile_release.cas -evt:/data/animations/MTW2_Winchester/HR_Arquebus_attack_missile_release.evt




    ;;; Weapon

    type MTW2_HR_Arquebus_Primary
    suppress_refpoints_warning
    in_awareness 135.0
    in_zone 135.0
    in_centre 45.0

    anim default data/animations/MTW2_Winchester/weapon/w_HR_Arquebus_default.cas
    anim stand_a_idle data/animations/MTW2_Winchester/weapon/w_HR_Arquebus_default.cas

    anim attack_missile_ready data/animations/MTW2_Winchester/weapon/w_HR_Arquebus_default.cas
    anim attack_missile_hold data/animations/MTW2_Winchester/weapon/w_HR_Arquebus_default.cas
    anim attack_missile_release data/animations/MTW2_Winchester/weapon/w_HR_Arquebus_default.cas



    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;


    I have removed the anim reloading line (this one concerne the old reloading sequence animation maybe it's here the mistake )....in the new folder and in the text file

    indicate 15 MTW2_Winchester in the modeldb instead of 16 MTW2_HR_Arquebus, I have put the New folder in each Animation folder beside the 2 pack.dat

    What else ?

    Time is on my side

  26. #26
    Member Member KnightErrant's Avatar
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    Default Re: Editing Animation folder

    Hi Tanauser,

    Sorry, was busy all day. I replied to your e-mail but didn't check this
    thread. I was assuming you were running unpacked but I should have
    checked. Do you have Caliban's unpacked animations directory as
    your vanilla \data\animations directory, or are the only items in there
    pack.dat, pack.idx, skeleton.dat, and skeleton.idx?

    The way I run unpacked is:
    I renamed my original \data\animations in the vanilla install to
    \data\animations_orig so I have a safe copy of those four files.
    I then put Caliban's directory as my vanilla \data\animations
    directory.

    Then I went to my mod folder, let's call it America to follow your notation.
    If you have those four files in \America\data\animations you need
    to save them somewhere else and remove them from that directory.
    Note that we haven't yet put anything new in the game. Now start
    your mod game and see if they get rebuilt. This process takes longer
    than the normal load, like 60 or more seconds, so don't worry. If the game
    loads everything is working as it should. All of this assumes you are
    using io_filefirst and all that.
    I can't remember if this makes a difference but my cfg file has this:

    Code:
    [util]
    no_animdb = true
    Caliban told us to do this but I think it didn't make a difference.

    Now to test your animation in a simple way, simply back up the original
    .cas file that you used for your modification. Then rename your
    modded file to that name and put it in the right folder under the vanilla
    \data\animations. (This assumes that the unit you are going to test
    in-game uses this animation in its animation family.)

    Now go to \America\data\animations and again move those four files
    that got recreated out of that folder to a safe place. If you now start
    your mod game it should rebuild using Caliban's unpacked .cas files only
    now including your modified animation.

    Later, when you want to create a whole new family of animations for your
    bluecoats is when you get into copying and renaming folders in
    \data\animations and editing descr_skeleton.txt and creating new family
    entries there. It isn't that bad, it just takes a fair amount of editing and
    there is always the possibility of making errors and getting CTDs that take
    a long while to track down. This is why I'm outlining the simpler approach
    above for testing a single animation in-game.

  27. #27

    Default Re: Editing Animation folder

    Hi
    thanks for your advice and patience It's working more or less



    so the animation reloading IS CHANGED ! but I don't know why those guys are standing on there horse while doing the Clutch

    So I have extracted the Whole Animation pack inside my /DATA/vanilla MTTW2 directory .......Rename My MTTW2_Winchester to HR_Arquebus (save HR_Arquebuse)

    inside the HR_Arquebuse folder i Have the file I have moddified under the name of the reloading one that is: HR_Arquebus_attack_missile_reload.cas = This one is actually the HR_Arquebus_attack_missile_release.cas that I have taken for base to mod and rename after

    I have to make tries , and tries to figure out what went wrong in the file
    But it's a first result, I 'm happy

    descr_skeleton not changed yet

  28. #28

    Default Re: Editing Animation folder

    I think the problem has something to do with the Extract animation of my m3sd file but I have no error report from the extraction:
    Because If I rename the original RELEASE file into RELOAD it works well; these are 2 original files ; (I just replace the "reloading" file by "release" which from far looks OK ) If I use the one I have modded the soldier get up on his saddle when reloading

  29. #29

    Default Re: Editing Animation folder

    I know what it was ; OK ! I 'm on it .........almost done
    (I had a 30/30 once)

  30. #30
    Member Member KnightErrant's Avatar
    Join Date
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    Location
    Huntsville, Alabama USA
    Posts
    458

    Default Re: Editing Animation folder

    Excellent news! Never had a 30/30 but I
    had a pellet gun made to look like a Winchester, long ago.
    The good news is, all the other animation mods you make from now
    on will be so much easier.

    Cheers

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