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Thread: Animations .... what can we do with them?

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  1. #1

    Default Animations .... what can we do with them?

    So far....animations are behaving like they should for me...

    I have got hold of Calibans release of the raw data files, and unpacked them into my data/animations folder. Deleted ( well..moved them actually..I'm not THAT trusting! ) the PAK and IDX files..and sure enough, the game ran fine.

    I'm running it from a mod folder with my Warhammer stuff in it..and I was interested to note that it built the new PAK and IDX files in the MOD folder, not the main one. That's OK....ultimately, thats what we would want to happen anyway. We can unpack the files into the real animation folder, and shove the real ones back in when we have built what we want. Good.

    Then I tried playing about with the Scale factor .... but I can't get anything to take effect. Surely if it is REALLY building the pack files from the descr_skeleton files...then I should have seen SOMETHING change. Also...should I be changing the text file in the mod folder...or the one in the main folder. I tried both...but neither seemed to have an effect.

    Has nayone actually had this work?
    Careless Orc Costs Lives!

  2. #2
    RnJ PR Officer Member Eufarius's Avatar
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    Default Re: Animations .... what can we do with them?

    im pretty good with animations and no ive tried and nope


  3. #3
    Member Member KnightErrant's Avatar
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    Default Re: Animations .... what can we do with them?

    I know it reads descr_skeleton.txt to make the packs because that's
    where I defined the new dwarf animation by copying the MTW2_2H_Axe
    section and renaming it MTW2_Dwarf_2H_Axe. I think this was with
    descr_skeleton.txt in the main \data folder but I'd have to check at home
    to be sure. I haven't played with the SCALE though, so I don't know the
    answer for that one.

  4. #4

    Default Re: Animations .... what can we do with them?

    I've managed to get something working now .... but I haven't got the feet on the ground! I scaled up to 1.2, and the feet are buried. I think when I scaled up the mesh I have scaled it from the wrong point. More experimentation needed!
    Careless Orc Costs Lives!

  5. #5

    Default Re: Animations .... what can we do with them?

    Hi Bwian

    Quote Originally Posted by Bwian
    I've managed to get something working now .... but I haven't got the feet on the ground! I scaled up to 1.2, and the feet are buried. I think when I scaled up the mesh I have scaled it from the wrong point. More experimentation needed!
    Are you doing the steps I outlined in https://forums.totalwar.org/vb/showp...&postcount=102 . You have to make changes to the mesh, the modeldb file and the descr_skeleton file. If you're doing your mesh scaling in Milkshape, make sure to set the scale point as 'origin'.

    Cheers

    GrumpyOldMan

  6. #6

    Default Re: Animations .... what can we do with them?

    Yes ..GOM, that is the way I did it. I checked first to make sure that the dat and idx files were being rebuilt. I was using a mod folder and shortcut...and it built the files in the mod folder, not hte main one. Which was fine...it looked for the anims there too.

    The centre function was used with origin... I guessed that was most likely.

    The thing was not correctly aligned with the ground though. The feet were underground....which indicated to me that the vertical position of hte root bone had not shifted as it should.

    Bizarre ..really...and obviousely not correct. If your hobbit archers had the same issue, they would have been floating! I need to verify that I have swapped all the correct animations. I used the fs_fast_mace skeleton for the Chaos Warriors, and I am wondering if there are some of the 'fast' anims that I have not picked out correctly. I will try and follow the hobbit steps EXACTLY and verify that I get that to work, then go back and troubleshoot the Chaos Warriors to see what steps I could have messed up.
    Careless Orc Costs Lives!

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