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  1. #1

    Default Re: two questions about 'skeletons'

    That´s a great relief, for I don´t have 3ds Max (and even if I did I wouldn´t know how to make anims). Perhaps in some (yet undetermined ) future time there might be an anim pack ridding all the axemen of their stabbing.

  2. #2

    Default Re: two questions about 'skeletons'

    Well, if you simply take the infantry axeman animation, and insert it into the cavalry skeleton in the way you suggested, then for that animation only he will appear to be "standing" right through the horse -- because after all that is the animation, it concerns the whole body and not jst the upper half. So you will have to convert the anim to be squatted, with legs spread and knees bent, and that will look more proper.

  3. #3

    Default Re: two questions about 'skeletons'

    There is neither an infantry nor cavalry axeman animation to begin with, they use the swordsman animation. What I´m talking about is removing the stabbing animations from both the mounted and the infantry swordsman set, thus creating two new sets, one for infantry and one for mounted.

  4. #4

    Default Re: two questions about 'skeletons'

    Ok..thats easy enough

    Step 1:

    Using the XIDX toolset, extract all the animations and skeletons from the dat and idx files.

    Step 2:

    Make a copy of both mounted and foot soldiers skeletons. These can be re-named as axemen versions. Add them to the 'list' in the text file.

    Step 3:

    By referring to the dscr_skeleton text file, you should be able to work out which animation is using a 'slash' attack, and which is a 'stab'. There are a couple of 'stabbing' moves all of which will need to be changed.

    Step 4:
    Set up a folder under your data/animations/data/animations for EACH of the new skeleton animation sets you are going to make. Then, copy each of the SLASHING animations into that folder, and rename them to match their corresponding stabbing anim.

    Step 5:

    Now, using the IDX shell and the chpath command, point each of the new skeletons at the new animations that you have put in the new folders.

    Step 6: Re-pack skeleton and animation files, and you are ready to roll.. just re-name the skeleton used by your axeman to the all slashing stab-free anims you just created.
    Careless Orc Costs Lives!

  5. #5

    Default Re: two questions about 'skeletons'

    Thanks for clearing it up, Bwian. I suppose step 4 includes all other relevant animations needed, such as idle, walking, running, etc.

  6. #6

    Default Re: two questions about 'skeletons'

    No...not necessary really.

    The swordsman animations can all be used exactly as they are, since they actually fit OK. It's only when teh guy tries to stab with an axe that things look silly. The other animations don't actually look wrong, with the unit just holding the axe.

    For a foot anim, you need to change only 4 anims....mounted is a bit more, since they have 'high' and 'low' attacks depending on whether they are striking at a mounted or ground unit.


    When you make the copy of fs_swordsman .... lets call it fs_axeman ....

    By default, all the animations will STILL be looked for in the stock place. All the animations will automatically be found and it will work just like a swordsman. All you need to do is take the stabbing animations, and replace them with copies of the slashing anim in a folder of tehir own, so we don't destroy the stabbing anim for the swordsman. It's only a few. Then...you ONLY re-direct it to your folder for the changed anims. Saves a LOT of work and prevents bloating of teh animation pack.

    If you want... I will have a go at doing it when I get in from work later on. Should be straight forward enough to make fs_axeman, fs_fast_axeman and fs_hc_axeman

    Have you got an e-mail accuont able to handle a 6mb or so zipfile?
    Careless Orc Costs Lives!

  7. #7

    Default Re: two questions about 'skeletons'

    ok...Thats done, and tested. A few brief custom battles have revealed no stabbing from the axemen!!!

    I have submitted it over at Twcenter.net under the title of Axemen Animations ...so hopefully, it should be accessable soon.
    Careless Orc Costs Lives!

  8. #8

    Default Re: two questions about 'skeletons'

    Quote Originally Posted by Bwian
    No...not necessary really.

    The swordsman animations can all be used exactly as they are, since they actually fit OK. It's only when teh guy tries to stab with an axe that things look silly. The other animations don't actually look wrong, with the unit just holding the axe.

    For a foot anim, you need to change only 4 anims....mounted is a bit more, since they have 'high' and 'low' attacks depending on whether they are striking at a mounted or ground unit.


    When you make the copy of fs_swordsman .... lets call it fs_axeman ....

    By default, all the animations will STILL be looked for in the stock place. All the animations will automatically be found and it will work just like a swordsman. All you need to do is take the stabbing animations, and replace them with copies of the slashing anim in a folder of tehir own, so we don't destroy the stabbing anim for the swordsman. It's only a few. Then...you ONLY re-direct it to your folder for the changed anims. Saves a LOT of work and prevents bloating of teh animation pack.

    If you want... I will have a go at doing it when I get in from work later on. Should be straight forward enough to make fs_axeman, fs_fast_axeman and fs_hc_axeman

    Have you got an e-mail accuont able to handle a 6mb or so zipfile?
    So, you´re saying an fs_axeman would contain only four .cas files ? Surely not, it would have to contain all the other anims as well, even if there´s no need for renaming them.
    Cool thing you made the pack, but still, I´ll give it a try myself, the knowledge might come handy. To quote Kane, there´s much truth to the saying "Knowledge is Power" ;)

  9. #9

    Default Re: two questions about 'skeletons'

    Quote Originally Posted by Ciaran
    That´s a great relief, for I don´t have 3ds Max (and even if I did I wouldn´t know how to make anims). Perhaps in some (yet undetermined ) future time there might be an anim pack ridding all the axemen of their stabbing.
    Lol... Considering how expensive Max is if you had it you would learn, trust me. You can also you Gmax 1.2 though, it works with all of Vercingtorix's scripts on import, just not on export. Then you'd just need to have someone export it for you (export it to a .pls or a .p3d format and they should be able to open it). Once you read some tutorials on the subject of modelling, a good concept of animations isn't far behind.
    Last edited by snevets; 09-06-2005 at 15:20.
    Hegemonia Lead Modeller.

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