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

    @zxiang1983
    Didn't mean to leave you hanging.
    I've looked at the pose skeleton for
    2H_Swordsman which is the parent animation
    for Janissary_heavy_infantry and the skeleton
    pose data definitely seems to be the problem for
    using these animations. Here's a solution in two parts:

    (1) I'll edit the files using a hexeditor and change the pose
    data on the two bones to what is used for the MTW2_2H_Swordsman
    anim. This is charge, charge_to_ready, and charge_attack.
    If these look ok, then problem is understood.

    (2) I can reexport a new skeleton to all the anims in
    new_2H_Axe_halberd so you can use any of them with the
    new skeleton pose data. (If this function stll works, I've been
    messing with everything to do the survey stuff.)

    I'm at the end of my day here so I don't want to hexedit floats
    right now. Let me try this tomorrow and post updated anim
    files for these three anims. If this is ok we try the next step.

  2. #2

    Default Re: Animations

    Hi, KE!
    Thank you! You are so warmhearted. Just take your time:)

    and BTW, I've already done what GOM said, assigned the face vertexes all to head bone and now the problem is "solved". I can use them until you guys find a more perfect way.:)



    I've also imported the idle, stand, walk, run, ready, run to charge animation(all animation except attack and defence) for janissary heavy infantry. All works fine. Just pay attention that 2h_axe_walk.cas and 2h_axe_run.cas are broken. Use 2HAxe_Run.cas and 2HAxe_walk.cas instead.

    The latest report on my front is that the new charge animation is good-looking but effectiveless. They kill very little enemy during this charge.
    Last edited by zxiang1983; 06-01-2007 at 05:56.

  3. #3
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    Hi zxiang1983,

    Try these two files in the .zip file here:

    https://forums.totalwar.org/vb/forumdisplay.php?f=150

    I just did the 2h_axe_charge.cas and 2h_axe_charge_attack.cas files.
    Should be enough for a test.

    All I changed was the x-component of the bone_eyebrow from the negative
    value back to the value in the standard skeleton, 0.0016836975. If this
    does the trick it will take a little more work to export it to all the animations
    in the directory. The problem is that with the bones out of standard order,
    the data is also out of order compared to a Milkshape .ms3d file so I can't
    just blindly merge the two. I'll need to write a resorting function to reorder the
    .cas quats, anim, and pose data to line up with what Milkshape will be
    expecting. I think I'll leave the animextractor alone since this means a
    converted animation, one that animmerge and then animextract are run on,
    will then turn out to be in standard order after processing.

    Too bad about the animation not being very effective. It looks cool! I wonder
    if messing about with the -fr frame option and -id impact delta option could
    tweak this better somehow. Pure speculation, I've never tried doing anything
    with those options.

    Thank you for the testing, best way to find out what tools are needed!

  4. #4

    Default Re: Animations

    Hi, KE!

    The link is probably wrong but never mind I've found it on TWC, lol. It's bonechange.zip, right?

    I put your files in new_2h_axe_halberd folder and edited descr_skeleton.txt, using 2h_axe_charge_attack_bonechange.cas and 2h_axe_charge_bonechange.cas. Then let them reproduce the idx/dat files.

    Unfortunately, in my test their faces are still twisted. Actually I see no difference with before... :P



    Hope this helps.

    Oh, and BTW, their walk_to_run, run_to_charge animation, etc have exactly the same problem. But, 2HAxe_Run.cas and 2HAxe_walk.cas are fine! Maybe you could look into these two files and compare them with others.

  5. #5
    Member Member KnightErrant's Avatar
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    Default Re: Animations

    Well, I had hoped that would solve the problem.
    But, no matter, this is getting interesting. I'll
    take your advice and look at the good files versus
    the bad files and see if that narrows down the problem.

    Many thanks for running the tests. Have a good weekend.
    I'll report back if I find anything interesting to try.

  6. #6

    Default Re: Animations

    You are welcome!

    After all testing is not so hard as researching

  7. #7

    Default Re: Animations

    Aaarrrghhhh .... was what I said when I spotted this.

    I have made a brand new model for the Dwarf, but am using the same skeleton as the previous one. I rigged it..and put it in game..but noticed I had an issue with levitation again.... but not the same as before.

    The body is in the right place, and the bulk of th eDwarf is fine...just the feet are wrong. They have been dragged upwards and compressed into the bottom of the legs. It looks like everything else is OK...just the feet aren't.

    I put the old model back in...and it did the same thing. I am sure it didn't do this before.... but I am worried it might have and I just missed it.

    When, however, I run Animerge, and play the animation in MS3D, the feet are perfectly planted. When we had the problem with an incorrect centre before, the Animerge result was clearly not in the right place...but you were able to fix that. Any thoughts as to what might be causing this?

    I am going to remove all the extra anims and re-run the process in case something is messed up. I'll post back if this cures it.

    EDIT: Nope ... it doesn't cure it. I am wondering if this is an error that came in with a later version of hte tool?
    Last edited by Bwian; 06-02-2007 at 17:44.
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