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

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  1. #1
    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.

  2. #2

    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!

  3. #3

    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

  4. #4

    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!

  5. #5

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

    Additional:

    I have double checked the mesh for the scaled up unit, and the origin is DEFINITELY still positioned exactly over the root bone, and is identical in position to the unscaled unit. The mesh has been scaled up in MS3D, and is no longer in line with the skeleton ... which I have not moved or changed.

    The animation is MS2_fast_knifeman .... and I have copied both the parent animation set.... now MS2_knifeman ... with a scale of 1.2, and the extra run anim and basepose anim for fast_knifeman...which I have also given a 1.2 scale instruction after 'type'.

    Modeldb also has a '1.2 4' line after the name and before the mesh definitions. This should have given me a scale of 1.2.

    All works fine...the animation seems correct ( no obvious distortion or bones popping around ) and all is perfect except for the fact that the model is sitting with it's feet at the original foot level. The thing has scaled from the origin...but the origin should have moved up in proportion to the scale factor.... which it hasn't.
    Careless Orc Costs Lives!

  6. #6

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

    Hi Bwian

    Quote Originally Posted by Bwian
    Additional:

    I have double checked the mesh for the scaled up unit, and the origin is DEFINITELY still positioned exactly over the root bone, and is identical in position to the unscaled unit. The mesh has been scaled up in MS3D, and is no longer in line with the skeleton ... which I have not moved or changed.

    The animation is MS2_fast_knifeman .... and I have copied both the parent animation set.... now MS2_knifeman ... with a scale of 1.2, and the extra run anim and basepose anim for fast_knifeman...which I have also given a 1.2 scale instruction after 'type'.

    Modeldb also has a '1.2 4' line after the name and before the mesh definitions. This should have given me a scale of 1.2.

    All works fine...the animation seems correct ( no obvious distortion or bones popping around ) and all is perfect except for the fact that the model is sitting with it's feet at the original foot level. The thing has scaled from the origin...but the origin should have moved up in proportion to the scale factor.... which it hasn't.
    I just tried it and it worked for me:-







    Did you give them a new weapon scaled up as well?

    Edit, in the descr_skeleton.txt file I mean.

    Cheers

    GrumpyOldMan
    Last edited by GrumpyOldMan; 05-23-2007 at 03:41.

  7. #7

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

    no

    I noriced there is a base-pose animation included in the weapon, and I giuess this is what is messing me up. I will try it again with the weapon bit changed as well. Got distracted by some stiuff KE sent over and a bundle of Dwarves ... but I will add this to my list oif things to play about with when I get home tonight!
    Careless Orc Costs Lives!

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