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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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    Jan 2007
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    Huntsville, Alabama USA
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    Default Re: Animations .... what can we do with them?

    Yes, yes, what GrumpyOldMan said. Let's do this experiment
    this coming week. Convert a likely unit, preferably one that
    doesn't use an anim type that you had nonconverting files with.
    (I've had problems with HR_lance and HR_sword due to short
    footers.) Add a tail bone and associated mesh to make a new
    .ms3d file. I'll extend exportskeleton to process a copied directory
    to add in the new bone, quats, and anims. Then let's try using animmerge
    to bring in the walk animation and make the tail wag in Milkshape.

    Then put back in game and just make them walk around to see what happens.

  2. #2

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

    hey please research duald wield animation too for me.

  3. #3

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

    There is no need to research dual wield animations ... they can be made now. All that needs to be done is to re-write all the attack animations to move the left hand as if it was holding a weapon. It's a lot of work, but possible.

    The game is not going to actually 'use' the second weapon, since the combat power and effectiveness is set by the stats. You would just increase the attack values in the unit to represent the extra weapon, and the animation would make it visually there. No special bones etc. are needed to do this.

    Unfortunately .. there is no shortcut way to do this other than by re-writing hte animation movements.
    Careless Orc Costs Lives!

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