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  1. #1
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    Backing up a little because I got HR_stuff wrong.

    Code:
    ----------------------------------------------------
    Battlemap HR (horse rider) animation families
    ----------------------------------------------------
    
    MTW2_HR_Lance                            HR_lance
    
    (Messed this one up last night, there is no HR_Mace.)
    MTW2_HR_Mace                             HR_Sword
    MTW2_HR_Sword                            HR_Sword
    MTW2_HR_Spear                            HR_Spear
    MTW2_HR_Javelin                          HR_Spear
                                                 also uses subdirectory HR_Javelin
    MTW2_HR_Bow                              HR_Bow
        MTW2_HR_Bow_Primary                        HR_bow/Weapon               (5 anims)
    MTW2_HR_Crossbow                         HR_Crossbow
        MTW2_HR_Crossbow_Primary                   MTW2_Crossbow/Weapon        (8 anims)              
    MTW2_HR_Pistol                           HR_Pistol                    
        MTW2_HR_Pistol_Primary                     HR_Pistol/weapon            (6 anims)
    MTW2_HR_Arquebus                         HR_Arquebus
        MTW2_HR_Arquebus_Primary                   HR_Arquebus/weapon          (6 anims)
    
    
    ----------------------------------------------------
    Battlemap CR (camel rider) animation families
    ----------------------------------------------------
    
    MTW2_CR_Spear                            CR_Spear
        MTW2_CR_spear_Primary                      HR_spear/weapons            (2 anims)
    MTW2_CR_Sword                            CR_Sword
    MTW2_CR_Bow                              CR_Bow
    MTW2_CR_Arquebus                         CR_Arquebus
    
    
    ---------------------------------------------------
    Battlemap ER (elephant rider) animation families
    ----------------------------------------------------
    
    MTW2_Elephant_Rockett_Crew               elephant_cavalry
    Elephant_Artillery_Crew                  elephant_cavalry/Elephant_Crew
    MTW2_Elephant_Crew                       elephant_cavalry/elephant_rider
    
    
    ----------------------------------------------------
    Battlemap HR (horse rider) animation families
    ----------------------------------------------------
    
    fs_horse                                 fs_horse
    fs_heavy_horse                           fs_horse
    
    fs_african_elephant                      med_elephant
    fs_camel                                 camel
    
    legion_pole                              \animations
    standard_legion_pole
    general_legion_pole
    cavalry_legion_pole                      \animations\banners
    cavalry_mini_pole                        \animations\banners
    cavalry_main_pole                        \animations\banners
    Allright, that's what's in descr_skeletons.txt. Haven't collated it or added it up
    but this is what we have to work with and not everything in Caliban's
    directory. (Have to look at the witch a bit more.) I'll post the survey of
    units tomorrow. Know I can't do mounts but if the only problem infantry
    units turn out to be the short footer ones then these can be dealt with.

  2. #2
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    Just to note about the previous posts: there are 108 named types
    or families of animations.

    Here's the survey results. Not complete because some more
    questions were raised by the survey but this will do for now.
    First here's list of the directories surveyed in roughly the order encountered
    in descr_skeleton.txt. Note that we ignore /weapon subdirectories etc.,
    we just do the main directories with human or mount animations.
    Our requirement was not to do what was in Caliban's directory, but only
    do what is actually used in descr_skeleton. There's a lot of new_...
    directories NOT used; maybe we'll see these in the future?

    Code:
    ----------------------------------------------------------------
         Summary of Summary: Directories in descr_skeleton.txt                          
    ----------------------------------------------------------------
    
    root directory of /animations for: 
       navy 
       witch 
       legion_pole 
       standard_legion_pole 
       general_legion_pole
    
    test_weapon         
                        
    Stratmap_General    
    Stratmap_Spy        
    Stratmap_Assassin   
    Stratmap_Diplomat   
    Stratmap_Merchant   
    Stratmap_Preist  
    Stratmap_Princess   
    
    MTW2_Crew
    MTW2_Knifeman 
    MTW2_Mace     
    MTW2_Swordsman
    New_Swordman/Weapon           (2 anims)                           
    MTW2_2HSwordsman 
    MTW2_2H_Axe      
    MTW2_Spear       
    MTW2_Javelin                                                          
    MTW2_Pike        
    MTW2_Halberd     
    MTW2_Musket      
    MTW2_Handgun                                                          
    MTW2_Bowman      
    MTW2_Crossbow    
    
    siege_crew
    new_crew
    
    HR_lance                                    
    HR_Sword                                    
    HR_Sword                                    
    HR_Spear                                    
    HR_Spear                                    
    HR_Bow                                      
    HR_Crossbow                                 
    HR_Pistol                                   
    HR_Arquebus                                 
    
    CR_Spear                                     
    CR_Sword                                     
    CR_Bow                                       
    CR_Arquebus                                  
    
    elephant_cavalry/Elephant_Crew  
    elephant_cavalry/elephant_rider 
    
    fs_horse            
    med_elephant        
    camel               
                        
    banners

    The test_weapon survey:

    Code:
    test_weapon:        34 Processed .cas files.
    
    All missing footers.  No quats or anim data, only pose data.
    Signature bytes:   154 154 154  63  63  63  Version: 3.20  (16 of these)
                         0   0   0  63  63  63           3.21  ( 8 of these)
                         0   0   0   0   0   0           3.21  ( 8 of these)
                        89  89  89  74  74  74           3.20  ( 2 of these)
    
    Only 12 of them used in descr_skeleton.txt.

    Ignoring navy and the witch, the stratmap animations follow this:

    Code:
    Stratmap_Assassin:  23 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102 
    Stratmap_Diplomat:  22 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102 
    Stratmap_General:   41 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102 
    Stratmap_Merchant:  23 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102 
    Stratmap_Preist:    41 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102 
    Stratmap_Princess:  23 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102 
    Stratmap_Spy:       25 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102
    The MTW2 infantry units go like this:

    Code:
    MTW2_2HSwordsman:  185 Processed .cas files.
    
    2 Variant files:  No footers.
    MTW2_2HSwordsman_die_flailing_cycle.cas              154 154 154    63  63  63  These variant files are in
    MTW2_2HSwordsman_die_flailing_cycle_end.cas            0   0   0     0   0   0  descr_skeleton.txt        
    
    
    MTW2_2H_Axe:       215 Processed .cas files.
    
    2 Anomalous files:  No footers.
    MTW2_2H_Axe_attack_centre_Hi_Stab_Fail.cas             0   0   0   102 102 102  These anomolous files are
    MTW2_2H_Axe_attack_centre_Hi_Stab_Success.cas          0   0   0   102 102 102  NOT in descr_skeleton.txt 
    
    2 Variant files:  No footers.
    MTW2_die_flailing_cycle.cas                          154 154 154    63  63  63  These variant files are in
    MTW2_die_flailing_cycle_to_land.cas                    0   0   0     0   0   0  descr_skeleton.txt
    
    
    MTW2_Bowman:       125 Processed .cas files.
    
    2 Variant files:  No footers.
    MTW2_Bowman_die_flailing_cycle.cas                   154 154 154    63  63  63  These variant files are in
    MTW2_Bowman_die_flailing_cycle_end.cas                 0   0   0     0   0   0  descr_skeleton.txt        
    
    
    MTW2_Crossbow:     127 Processed .cas files.
    
    2 Variant files:  No footers.
    MTW2_Crossbow_die_flailing_cycle.cas                 154 154 154    63  63  63  These variant files are in
    MTW2_Crossbow_die_flailing_cycle_end.cas               0   0   0     0   0   0  descr_skeleton.txt        
    
    
    MTW2_Halberd:      205 Processed .cas files.
    
    2 Variant files:  No footers.
    MTW2_Halberd_die_flailing_cycle.cas                  154 154 154    63  63  63  These variant files are in
    MTW2_Halberd_die_flailing_cycle_end.cas                0   0   0     0   0   0  descr_skeleton.txt        
    
    
    MTW2_Handgun:       30 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102 
    
    MTW2_Javelin:        6 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102 
    
    
    MTW2_Knifeman:     188 Processed .cas files.
    
    13 Variant files:  No footers.
    MTW2_Knifeman_die_flailing_cycle.cas                 154 154 154    63  63  63 
    MTW2_Knifeman_die_flailing_cycle_end.cas               0   0   0     0   0   0 
    
    
    MTW2_Knifeman_swim.cas                               154 154 154   102 102 102   Passes our 102 test!!!!!!!
    
    MTW2_Knifeman_swim_attack1.cas                       154 154 154    63  63  63 
    MTW2_Knifeman_swim_attack2.cas                       154 154 154    63  63  63 
    MTW2_Knifeman_swim_idle.cas                          154 154 154    63  63  63 
    
    MTW2_Knifeman_swim_idle_to_swim.cas                  154 154 154   102 102 102   Passes our 102 test!!!!!!!
    
    MTW2_Knifeman_swim_shuffle_backward.cas              154 154 154    63  63  63 
    MTW2_Knifeman_swim_shuffle_forward.cas               154 154 154    63  63  63 
    MTW2_Knifeman_swim_shuffle_left.cas                  154 154 154    63  63  63 
    MTW2_Knifeman_swim_shuffle_right.cas                 154 154 154    63  63  63 
    
    MTW2_Knifeman_swim_to_Stand_A.cas                    154 154 154   102 102 102   Passes our 102 test!!!!!!! 
    
    MTW2_Knifeman_swim_to_Swim_Idle.cas                  154 154 154   102 102 102   Passes our 102 test!!!!!!! 
    
    
    MTW2_Mace:         185 Processed .cas files.
    
    2 Variant files:  No footers.
    MTW2_Mace_die_flailing_cycle.cas                     154 154 154    63  63  63 
    MTW2_Mace_die_flailing_cycle_end.cas                   0   0   0     0   0   0 
    
    
    MTW2_Musket:       132 Processed .cas files.
    
    1 Anomalous files:  No footers.
    MTW2_Musket_attack_missile_reload_extended.cas         0   0   0   102 102 102  TRUE ANOMALY. This file NOT in descr_skeleton.txt.
    
    2 Variant files:  No footers.
    MTW2_Musket_die_flailing_cycle.cas                   154 154 154    63  63  63   These variant files are in 
    MTW2_Musket_die_flailing_cycle_end.cas                 0   0   0     0   0   0   descr_skeleton.txt         
    
    
    MTW2_Pike:         182 Processed .cas files.
    
    2 Variant files:  No footers.
    MTW2_Pike_die_flailing_cycle.cas                     154 154 154    63  63  63   These variant files are in 
    MTW2_Pike_die_flailing_cycle_end.cas                   0   0   0     0   0   0   descr_skeleton.txt         
    
    
    MTW2_Spear:        153 Processed .cas files.
    
    2 Variant files:  No footers.
    MTW2_Spear_die_flailing_cycle.cas                    154 154 154    63  63  63   These variant files are in
    MTW2_Spear_flailing_cycle_to_land.cas                  0   0   0     0   0   0   descr_skeleton.txt        
    
    
    MTW2_Swordsman:     16 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102 
    
    
    MTW2_Crew:          19 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102 
    
    
    
    We omit new_Swordman since it is used in only 4 places in descr_skeleton.txt and
    only for its \weapon subdirectory for use with weapons.
    The flailing ones are all variants that are in the game but can be
    recognized by their signature bytes. The anomalous ones like
    in MTW2_2H_Axe and MTW2_Musket aren't in game. A lot of the
    MTW2_Knifeman ones had a second signature byte group of 102 102 102
    so they would pass my test for that but they have a first signature
    byte group of 154 154 154 so could be recognized by this.


    The crew ones are very problematic as noted:

    Code:
    Siege_crew:        108 Processed .cas files.   
    
    Very problematic.  Every file is a variant or anomalous.  The anomalies ARE in descr_skeleton.txt.
    (1) 154 154 154  102 102 102 variants with no footers.
    (2)   0   0   0  102 102 102 anomalies with no footers.
    (3) 154 154 154  102 102 102 variants WITH footers but the footers are bad because missing 12 bytes
                                 or the last three ints 12 12 0.
    
    
    Looking at some of them, they have quat data as indicated by the first int after the bone name
    but DON'T have anim data looking at the second int.  The ones without footers end with pose
    data.
    
    
    new_crew:           23 Processed .cas files.   
    
    Very problematic as well.  Many are variants of type 154 154 154  102 102 102  with no footers
    but some are variants of type 154 154 154  102 102 102 with perfectly formed footers.
    Also one 154 154 154   63  63  63  variant with no footer. 
    
    (Only three .cas files from this directory are used in descr_skeleton.txt:
      Crew_Stand_to_Wide_Push.CAS      
      Crew_Wide_Push.CAS               
      Crew_Wide_Push_to_Crew_Stand.CAS 
    and only for the ribault and monster_ribault.)


    Horse rider animations:

    Code:
    HR_Arquebus:         5 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102 
    
    
    HR_bow:              9 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102 
    Node name for these is CaozSceneCustomAttribNode 1.  First footer int is 106 not 104.
    
    
    HR_crossbow:         9 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102 
    
    
    HR_lance:           26 Processed .cas files.   
    
    HR_lance_basepose.CAS                                  0   0   0   117 117 117  Bad footer, missing 12 bytes.
                                                                                    Version 3.20, but IS in
                                                                                    descr_skeleton.txt as default anim
                                                                                    command pair.
    
    HR_lance_fs_horse_taunt.cas                            0   0   0   102 102 102  Bad footer, missing 12 bytes.
                                                                                    NOT in descr_skeleton.txt
    
    NOTE: The node name for these is CaozSceneCustomAttribNode 1.  (That's SPACE 1 for the end of the name.)
    
    
    HR_Pistol:           4 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102 
    Node name for these is CaozSceneCustomAttribNode 1.  First footer int is 106 not 104.
    
    
    HR_Spear:           30 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102 
    Node name for these is CaozSceneCustomAttribNode 1.  First footer int is 106 not 104.
    
    
    HR_Sword:           67 Processed .cas files.   
    
    18 anomalous files with 12 bytes missing from the footer.  All have regular 0  0  0  102 102 102 signatures.
    
    HR_Sword_Defend_LOW_slashLR.cas                               None of these files are in descr_skeleton.txt
    HR_Sword_Defend_LOW_slash_RL.cas
    HR_Sword_Defend_OVERHEAD_slashLR.cas
    HR_Sword_Defend_OVERHEAD_slash_RL.cas
    HR_Sword_Defend_slashLR.cas
    HR_Sword_Defend_slash_RL.cas
    HR_Sword_Left_low_SlashRL_fail.cas
    HR_Sword_Left_low_SlashRL_success.cas
    HR_Sword_Left_MID_SlashRL_fail.cas
    HR_Sword_Left_MID_SlashRL_success.cas
    HR_Sword_Left_OVERHEAD_SlashRL_fail.cas
    HR_Sword_Left_OVERHEAD_SlashRL_success.cas
    HR_Sword_Right_MID_C_slashLR_fail.cas
    HR_Sword_Right_MID_C_slashLR_success.cas
    HR_Sword_Right_OVERHEAD_C_slashLR_fail.cas
    HR_Sword_Right_OVERHEAD_C_slashLR_success.cas
    HR_Sword_right_slashLR_low_fail.cas
    HR_Sword_right_slashLR_low_success.cas
    
    
    HR_Swordman:        25 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102

    Camel rider animations:

    Code:
    CR_Arquebus:        26 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102    
    NOTE: The die_galloping and die_standing files have these two node names and first footer int value:
    135 1   1   CaozSceneCustomAttribNode01, CaozSceneCustomAttribNode02
    
    Others are regular node name.
    
    
    CR_Bow:             26 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102    
    NOTE: Here only the die_standing has the following node names and first footer int value:
    135 1   1   CaozSceneCustomAttribNode01, CaozSceneCustomAttribNode02
    
    Others are regular node name.
    
    
    CR_Spear:           26 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102    
    CR_Sword:           26 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102

    Elephant riders:

    Code:
    elephant_cavalry/Elephant_Crew   8 Processed .cas files.
    
    All anomalous with no footers but regular signature bytes 0 0 0  102 102 102
    
    
    elephant_cavalry/elephant_rider 12 Processed .cas files.
    
    All have 5 nodes,  instead of 104 to start the footer these start with 222.
    Footer indicates that what I've been calling ints are really floats for the footers.
    Regular signature bytes 0 0 0  102 102 102 
    
    Here's an example with a footer:
    
    Cas file: HR_elephant_rider_stand_a_to_walk.cas
    +3.210 38  9   0   +1.200 1   0      0   0   0      1   0      102 102 102
    15316 0  
    21        bones in hierarchy tree
    25        time ticks
    222 1   1   CaozSceneCustomAttribNode 2, CaozSceneCustomAttribNode 3, CaozSceneCustomAttribNode 4, CaozSceneCustomAttribNode 5, CaozSceneCustomAttribNode 1
    1   0   1   0   3989597952 2147483814 3149737919 178 +0.00 0   0   0   0   0   -1  0   0  
    1   16  2   0   0   16  3   0   0   16  8   0   0   16  10  0   0   12  5   0      12  12  0   
    
    Those big ints seem to be the floats:
    -1.650059e-15     -1.0000000     -2.1855696e-08   7.5497901e-08
    
    Other examples have floats in other places.  This might force me to redo the footers and make
    these fields floats.  Here's regular footer of that same line:
    
    1   0   1   0   0   0   0   0   +1.00 0   0   0   0   0   -1  0   0  
                    _   _   _   _         _   _   _   _   _
    
    The underlined zeroes could all be float zeroes.
    
    
    This directory is worth coming back to for further study of the footers.

    Last stuff, mounts and banners:

    Code:
    fs_horse:           38 Processed .cas files.
    
    footers again indicate what I've called ints could well be floats.  
    Can't tell actually, footer is much longer than a normal one.  Another variant.
    Signature is regular  0  0  0   102 102 102.
    The int starting the footer is 170 and not 104.
    
    Must revisit this one.  The extra floats seem to be preceded by int counts
    so maybe this is an example of a more general format that we only see in this
    case?
    
    
    
    med_elephant:       29 Processed .cas files.  All regular but the signature is:   104 104 104   104 104 104
    
    
    camel:              29 Processed .cas files.  Signature is :  0  0  0   10  10  10
    
    Seem to have normal footers.  (My trap on second signature byte means it didn't print out.)
    
    
    
    banners: footer looks odd but this is an odd file anyway. Only one file of the two used in
             descr_skeleton.txt
    That's the survey. Definitely need to revisit this to be sure how to process
    these generally. The problem that's nagging me is animmerge and animextract.
    If I animmerge a variant into a .ms3d file, how much info do I have to put
    into a .ms3d comment so I can reconstruct it in animextract? We've seen
    missing footers with odd signature bytes. That makes sense. We've seen
    missing footers with regular signature bytes. Uh oh. We've seen footers
    that are missing 12 bytes (three ints 12 12 0). Long footers with lots of
    extra floats for fs_horse. etc. etc.

  3. #3

    Default Re: Animations

    Hi KE

    What a great job you've done on the anim survey .

    I'll have a look at the horse anims and see if I can make any sense out of the longer footer.

    As far as the crew anims are concerned I don't think we have to worry too much about them since we now have anims to take us up to the 1860's if required.

    One thing that did strike me with the mtw2 human anims was that 102 102 102 were basically transitions and the 63 63 63 were looping animations (of course the MTW2_Knifeman_swim.cas sticks out as an anomaly - can't have too many anomalies - maybe it transitions as well, even with itself?). This would also make sense of flailing_cycle (63 63 63 - looping) and flailing_cycle_end (00 00 00 - hit the ground - nothing more going on from here )

    Cheers

    GrumpyOldMan

  4. #4
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    Here's some numerology for you (and if you believe this, tell me your
    sign and I'll predict your future). The footers describe themselves in
    byte number sections. Let's do a regular one and then a fs_horse one.

    Regular unit anim: MTW2_Spear_run.cas

    In decimal layout we have:

    Code:
    104 1   1   CaozSceneCustomAttribNode   1   0   1   0   0   0   0   0   +1.00 0   0   0   0   0   -1  0   0  1   
    16  2   0   0   
    16  3   0   0   
    16  8   0   0   
    16  10  0   0   
    12  5   0      
    12  12  0  
    ----------
    192
    I've broken the footer so what I'm calling the byte numbers are in the
    left-most column. They sum to 192, the standard footer size.

    Now do a horsy. This is fs_fast_horse_run.cas:

    Code:
    170 1   1   CaozSceneCustomAttribNode  1   0   1   0   0   0   0   0   +1.00 0   0   0   0   0   -1  0   6  plane 1 0b 1   0   0b   -0.707  0.0  0.0   +0.707   2.4304   -4.7682   -7.8706  0   0   0   0    2   
    16  2   0   0   
    16  3   0   0   
    16  8   0   0   
    16  10  0   0
    73  5   1   0   0.8381  0.612   0.612   1.0   0.2000   0.2000   0.2000  0   0   0   0   0   0   0   1b
    12  12  0
    ---------
    319
    and 319 bytes is the size of this horse footer.


    This still doesn't match the file size sans header/footer at offset 42
    for pulling something out of thin air, but it's interesting.


    Edit: fs_horse_default.cas footer is only 180 bytes i.e. standard 192 - 12.
    It's missing the last three 12 12 0 ints like lots of other files. All the others
    that I've checked have the 319 byte footer. fs_horse_default.cas is version 3.20
    while the others are version 3.21. fs_horse_default.cas IS used in descr_skeleton.txt.
    Last edited by KnightErrant; 05-30-2007 at 15:33.

  5. #5

    Default Re: Animations

    Hi, all.
    I don't understand most of the things here but I'm playing with CA source animation files and I think questions could be post here, right? :P

    There are a lot of good stuff in these source files, some of which are not used by vanilla game. The one get my interest is the new_2h_axe_halberd folder. And I immediately realize it must contain the jump-attack animation which can be seen in CA trailer long before M2TW was released. Then I edited descr_skeleton.txt and I'm lucky enough to make the jump-attack animation into the game! However, there's something worng with it. This is what I got:







    The problem is they start jumping when enemy is far away and then fall on the ground. Then they jump again, agian, and again until they meet the enemy. Also when charging their models have some glitches in their faces.

    This is my entry in descr_skeleton.txt
    Code:
    ;;; charge
    anim		charge	                data/animations/new_2h_axe_halberd/2h_axe_charge_attack.cas						-fr		-evt:data/animations/MTW2_2H_Axe/2h_axe_charge_attack.evt
    anim		charge_to_ready		data/animations/new_2h_axe_halberd/2h_axe_charge_to_ready.cas				-fr		-evt:data/animations/new_2h_axe_halberd/2h_axe_charge_to_ready.evt
    anim		charge_attack		data/animations/new_2h_axe_halberd/2h_axe_charge_attack.cas				-fr		  -evt:data/animations/new_2h_axe_halberd/2h_axe_charge_attack.evt
    I think the problem must lie in those id, if stats but I don't understand what's the meaning of them. Could someone explain it to me, please? Or is there some tutorial? Thanks a lot your replies
    Last edited by zxiang1983; 05-30-2007 at 18:28.

  6. #6
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    Nice work zxiang1983!
    I think the problem is you tied the charge_attack.cas to
    the anim command charge. Try switching the anim charge
    line to use the charge.cas from the same directory. See if
    that keeps them from trying to attack until they close on the
    enemy. I don't have the right unit with me to try it out in
    Milkshape first but I think this might be the problem. Please
    post back your results. It would be great to find new animations
    to throw in the game.

  7. #7

    Default Re: Animations

    When I was messing with the RTW animations, I built up a table of animations that linked the 'action' to the animation. As KE suggested, the 'charge' action should be a running animation. This is what the game will trigger when the troops are told to attack at a run. The charge attack is what they will do when they get to the end of the charge and attack.
    Careless Orc Costs Lives!

  8. #8

    Default Re: Animations

    Hi, KE. Thanks for pointing out the mistakes! I corrected them all and this is my entry now:
    Code:
    ;;; charge
    anim		charge	                data/animations/new_2h_axe_halberd/2h_axe_charge.cas						-fr		-evt:data/animations/new_2h_axe_halberd/2h_axe_charge.evt
    anim		charge_to_ready		data/animations/new_2h_axe_halberd/2h_axe_charge_to_ready.cas				-fr		-evt:data/animations/new_2h_axe_halberd/2h_axe_charge_to_ready.evt
    anim		charge_attack		data/animations/new_2h_axe_halberd/2h_axe_charge_attack.cas				-fr		  -evt:data/animations/new_2h_axe_halberd/2h_axe_charge_attack.evt
    Again I'm lucky. The charging animation works well now. They raise their halberd and then jump-attack. But still one problem. The model still have glitches in their face. I'm using vanilla Janissary heavy infantry. Its model is fine unitl they start to charge. So the problem must be the animation. Here are the screenshots of what's going on:








    Well, I have to have some sleep now. Continue tomorrow. Thank you for all your help!
    Last edited by zxiang1983; 05-30-2007 at 19:42.

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