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  1. #1

    Default Changing Animations 2 questions.

    Hi I hope someone can help me.

    I'm trying to change animations for the first time. I created a model based on the fs_crossbow skeleton. For animation purposes I created a new skeleton called fs_tacinf.

    Q1) For some reason I cannot change more than one bone. When I rotate for instance the hand and I rotate the elbow after that the model "springs" back in the original position.

    Q2) I would also like to change the shoot and aim animations but they're in a different folder and they seem to be hardcoded to the fs_crossbow skeleton.
    Can I duplicate them in some way?



    thx

  2. #2

    Default Re: Changing Animations 2 questions.

    A few important things to check when you are making animations:

    1) Make sure that you have the 'auto key' set, or else you have to set each key individually

    2) Make sure you are changing the pose in EVERY frame that makes up the animation. IF you re-site the bone position in frame 5, say, the thing will jump back into the old position in frame 6 unless you change that one too.

    You can change ALL of the animations, but for the crossbow aim and shoot animations, they are in the BI/data/animations folder, so make sure you are changing the right thing!!!
    Careless Orc Costs Lives!

  3. #3

    Default Re: Changing Animations 2 questions.

    Quote Originally Posted by Bwian
    You can change ALL of the animations, but for the crossbow aim and shoot animations, they are in the BI/data/animations folder, so make sure you are changing the right thing!!!
    I'm aware of this (it was in my post). But these animations also aren't linked to the fs_tacinf skeleton I created. So if I make another unit based on this skeleton I can't change them individually.

    That's what I need to solve.

  4. #4

    Default Re: Changing Animations 2 questions.

    I'm sorry , not being very clear.........

    When I say "not linked" I mean that in anim_list.txt it looks like this:

    bi/data/animations/LID_Xbow_fire.CAS

    The rest of the animations where exported to the new skeletons folder and therefore look like this:
    data/animations/fs_tacinf/LID_04 Run Loop.cas

    I would like to create multiple X_bow_fire animations, is this possible?

    Bwyan I'm sorry I snapped at you!! Specially since you already helped me lots.

    Sorry mate!

  5. #5

    Default Re: Changing Animations 2 questions.

    Sadly...no. It's impossible.

    You can have only 1 fire animation for any given unit.

    IF you look at the data in descr_skeleton, it gives some useful insights into how the animation setup works. There are cetain 'movements' which units have that relate to actual animations. For ALL the missile troops, there are the following 'moves' that each have an animation:

    attack miss hold
    attack miss ready
    attack miss release

    There are different animations for a slinger, an archer and a javelinman.

    Each skeleton will link each of those moves to a specific animation. So, when the arhcer aims his bow, he will use attack miss hold. Firing will use attack miss release. When you change an animation, you are simply telling the game engine to use a different specific animation when it calls the move 'attack miss release etc. But there can be only one animation for each movement in any given skeleton.

    Additionally, you cannot add extra 'moves' to any given type of skeleton. Let me know if you want the spreadsheet ( MS Excel ) it might help you to understand how the animations all fit together. I know I learnt a few things from making it!!!
    Careless Orc Costs Lives!

  6. #6

    Default Re: Changing Animations 2 questions.

    Thanks for helping me out again Bwian.
    I would really appreciate the spreadsheet.

    Quote Originally Posted by Bwian
    Sadly...no. It's impossible.

    You can have only 1 fire animation for any given unit.
    This is what you wrote, but that's not what I'm trying to do.

    Let me explain once more:

    I derived a skeleton from fs_crossbow (BI skeleton) using the "animation editor" tool, I want to modify the fire and aim animations for my new skeleton.
    After that I will propably also want to derive one or two more skeletons from fs_crossbow with their own respective fire/aim animations.

    Possible?

    I fear not, because these animations (fire et aim) don't get duplicated when you create the new skeleton.


    Am I driving you nuts already?

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