Hi KE

Quote Originally Posted by KnightErrant
@zxiang1983,

Trying to recreate your animation results. I've modified my
descr_skeletons.txt to look like this:


Code:
anim		charge										data/animations/new_2h_axe_halberd/2h_axe_charge.cas		        				-fr	-evt:data/animations/MTW2_Halberd/MTW2_Halberd_charge.evt
anim		charge_to_ready								data/animations/new_2h_axe_halberd/2h_axe_charge_to_ready.cas					-fr	-evt:data/animations/MTW2_Halberd/MTW2_Halberd_charge_to_ready.evt
anim		charge_attack								data/animations/new_2h_axe_halberd/2h_axe_charge_attack.cas					-fr		-if:17  -evt:data/animations/MTW2_Halberd/MTW2_Halberd_charge_attack.evt
to bring in the new_2h_axe_halberd anims that had the face messed
up but I'm not seeing it. Right now I can't convince ImageShack that I've
really upladed an image. Did I miss anything in trying to get the anims in
game?
Did you refresh the dat and idx files?

On another note there is another file that could be relevant and that is descr_ik_controller_db.txt file in the data folder. This controls the IK parameters for soldiers. If you're doing any scaling or complete new skeletons you'd have to have an entry here to control the IK - especially if it's based on the 2h_sword. This also shows that there are significant bones required when building a new skeleton from scratch - you have to retain the pelvis - abs - torso - head hierarchy. Also from a weapon wielding point of view you must have the bone_Rhand and bone_Lhand included because that is where the weapon skeletons are attached.

Cheers

GrumpyOldMan