
Originally Posted by
Bwian
You only need to CHANGE 4 anims for fs_axeman.
When you look at the animations files after extraction, each skeleton DOES NOT have it's own animations. Quite a few are re-used un multiple places. For example.... fs_swordsman and fs_fast_swordsman use pretty much the same animations. Only the few animations that allow faster movement are needed. The attack anims are identical. Yet a quick glance through the list shows that each animation is ONLY THERE ONCE. The game does not set up specvial folders for each skeleton with a discreet set of animations in each one. Instead, it lumps them all in one folder, with special folders for particular units, like cavalry, dogs, siege etc.
So...you don't create a full set of animations for EVERY skeleton. When you make the copy of fs_swordsman, it contains a pointer to EVERY animation already in place. These are the ones used by fs_swordsman. You can, in fact, use the animation without making ANY changes, and it will work just fine. The skeleton contains the information ( presumably made up just like descr_skeletons lists them ) which tells the game which moves use what animation routines.
When you make a new animation that is DIFFERENT, then you need to point the new skeleton in a new direction for that animation only. If you made a copy of all the animations for every new skeleton, yuo would end up very quickly building up a HUGE animation archive packed full of copies of the same movements. The human units all use the same skeleton in Max, regardless of the external mesh...so this is the most economical way of doing it.
Does this make sense?
fs_axeman contains NO ANIMATIONS....all it contains are pointers which tell it where to look. It has those already. It looks in the animations pack for the animations, and all is fine. When you make a change to the stock animation, you put it somewhere unique, or give it a unique name, and then use the chpath command to re-set the pointer to your new animation so the game knows where to find it.
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