Hello
I am trying to unpack MTTW2 animations Pack.dat skeleton.dat in order to open the .cas with 3dsMax (or to enable Milkshape to read the files); I can't find the software to do so; Could you indicate which tutorial I must follow .
thanks
Hello
I am trying to unpack MTTW2 animations Pack.dat skeleton.dat in order to open the .cas with 3dsMax (or to enable Milkshape to read the files); I can't find the software to do so; Could you indicate which tutorial I must follow .
thanks
You don't want to go that route, those would come out in raw form.
Caliban released his animations directory a good while back. You can
find it here:
http://www.twcenter.net/forums/downl...o=file&id=1686
You can merge animations with Milkshape .ms3d models using the
Python animation utilities located here:
http://www.twcenter.net/forums/downl...o=file&id=1469
Hi Tanauser,
Definitely looks like it died reading your .ms3d file.
I'll PM you an e-mail for me. Could you send the
the .ms3d model you want to merge with an animation
and I'll see if I can reproduce the same error and look
into it?
I'm trying to edit the .cas the MTW2_HR_Arquebus ; MTW2_Fast_Musket ; MTW2_Musket_Primary but I can't edit the animation![]()
Thank you !!!
I did it ! thanks for you
![]()
I didn't know the 2 files had to be in the same folder ........;
Can you lead me for the steps to change the animation and to put it back so that the modeldb. will understand it .
I can deal with a static Mesh , moving the vertex around ...but I understand I Will have to do it on every frame; but I need to save it under which .....animation name Ms3d .... and/or unit_models Ms3d ? ...Also someting is very confusing because their are many animation regarding obviously the same reloading :
MTW2_Arquebuse_attack_missile_reload.cas
or MttW2_Musket_attack_missile_reload.cas
and ...sames _extended.cas
This blue coats mod is going to be something ....I will make a Winchester reloading
![]()
Hi Tanauser,
(1) Let's just start with the basic stuff. You can change the animations
in the keyframer to something that better approximates the Winchester
action. You animate by rotating the bones or joints. You can experiment
on your animated file and just don't save the changes. Say you want to
change the first frame. You hit the key that looks like ||< (you get a tooltip
if you hover over it). Go to the joints tab and click on the joint bone_Relbow
to select it, then go to the model tab and press the rotate button. You
should see something like this:
The way the human skeleton works you'll mostly rotate about the x-axis.
The units for those boxes are degrees. (Milkshape's coordinate system is
x-axis to the right of the screen, y-axis is upwards, and the z-axis is out
of the screen.) The rotations are relative to the current pose so you could
rotate by 10 degrees three times in a row to go 30 degrees total. Go back
and forth from the joints tab to the model tab selecting different bones and
experimenting, just don't save your model.
(2) At some point when you do have a completely redone animation you'll need
to extract it out from the Milkshape .ms3d file into a .cas file. Say your file
is called "bluecoat_animby_shoot.ms3d". Run the python animationutilities,
click the animextract button.
(If you get an error fussing about the line:
float_vec3.fromfile( fidcas, 7 ) at line number 1091, that's my fault.
Open animationutilities.py with any text editor and search for that
string. It only occurs once in the file. Comment it out by putting the
symbol # in front of it and saving.)
The animextract button will put up a file chooser, Mouse to your file
bluecoat_animby_shoot.ms3d and select it. It should produce a .cas
file named shoot_modified.cas, the _modified is so it doesn't overwrite
your original. Basically, whatever follows the _animby_ part will be the
name of the output file with _modified added to it.
(3) The animation family (defined in a moment) for a unit is specified in
the modeldb file. For instance, for armored_sergeants near the bottom
for that entry you would see:
The red name is the name of the animation family.Code:5 slave 56 unit_models/AttachmentSets/Final Kite_slave_diff.texture 56 unit_models/AttachmentSets/Final Kite_slave_norm.texture 0 7 normans 58 unit_models/AttachmentSets/Final Kite_normans_diff.texture 58 unit_models/AttachmentSets/Final Kite_normans_norm.texture 0 1 4 None 10 MTW2_Spear 0 2 18 MTW2_Spear_primary 14 fs_test_shield 0 16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
(4) If you now go to descr_skeleton.txt, you can find the definition of the
family.
(There's a lot more there, I just cut it off.) The first word after anim isCode:type MTW2_Spear strike_distances 1.40 2.20 3.2 3.5 4.0 locomotion_table soldier anim default data/animations/MTW2_Spear/MTW2_Spear_basepose.cas ;;;Defend anim eager_defend_lo_stab data/animations/MTW2_Spear/MTW2_Spear_defend_stab_med.cas -fr -if:6 -evade -prob 10 -evt:data/animations/MTW2_Spear/MTW2_Spear_defend_stab_med.evt anim eager_defend_mid_slashlr_light data/animations/MTW2_Spear/MTW2_Spear_defend_slashlr_med.cas -fr -if:7 -evade -prob 10 -evt:data/animations/MTW2_Spear/MTW2_Spear_defend_slashlr_med.evt anim eager_defend_mid_slashrl_light data/animations/MTW2_Spear/MTW2_Spear_defend_slashrl_med.cas -fr -if:6 -evade -prob 10 -evt:data/animations/MTW2_Spear/MTW2_Spear_defend_slashrl_med.evt anim eager_defend_overhead_stab data/animations/MTW2_Spear/MTW2_Spear_defend_stab_hi.cas -fr -if:6 -evade -prob 10 -evt:data/animations/MTW2_Spear/MTW2_Spear_defend_stab_hi.evt ;;;Reaction anim knockback_from_front data/animations/MTW2_Spear/MTW2_Spear_knockback_from_front.cas -fr -evt:data/animations/MTW2_Spear/MTW2_Spear_knockback_from_front.evt anim knockback_from_right data/animations/MTW2_Spear/MTW2_Spear_knockback_from_right.cas -fr -evt:data/animations/MTW2_Spear/MTW2_Spear_knockback_from_right.evt anim knockback_from_back data/animations/MTW2_Spear/MTW2_Spear_knockback_from_back.cas -fr -evt:data/animations/MTW2_Spear/MTW2_Spear_knockback_from_back.evt anim knockback_from_left data/animations/MTW2_Spear/MTW2_Spear_knockback_from_left.cas -fr -evt:data/animations/MTW2_Spear/MTW2_Spear_knockback_from_left.evt
the action command which is followed by the path to the .cas file that
performs the action.
Basically, you would copy a MTW2_Musket directory to a new directory
named MTW2_Winchester. Then edit descr_skeleton.txt, copy the
MTW2_Musket family entry, name the new animation family
MTW2_Winchester, and change all the .cas path names for that entry
to point to the directory MTW2_Winchester. Then you can edit
whatever .cas files in that directory you want and they only apply to
units that specify MTW2_Winchester as their animation in the modeldb file.
In other words, you still have unchanged musket animations for all
other units.
There's some more steps but this is probably too long already.
It's always the details I forget. Go to the joints tab
and check the checkbox that says show skeleton. If they
come out as huge blue boxes go to File -> Preferences
and on the dialog that pops up, click the Misc tab. and then change
the joint size entry to 0.025. Then the joints should appear
normal.
So I found that the model the nearest to the movement I need:
question appear
1) How do I save each rotation ?: I guess I would need 4 frames in front & 4 frames back with the right hand, that 8 changes
This ms3d gives me 21 frames ; let say I want to start the movement at frame 15
guessing : I start changing n°15 (rotation under -Y ), than I go to n° (-Y)16 , (-Y)17, (-Y)18 than backward 19( +Y) ...22 (+Y) So after the job done do I just save the file , and that's it ?
2) when I will be done I guess I'll have to create a special folder in which I will put this Change + all animation LESS the original reloading ?; save the folder under a special name and put it at the end of the unit in the modeldb. ??? ...later![]()
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The problem I meet is that the rifle is moving along with the hand
so when I rotate the hand I move the rifle alsoeven if I reassign the weapon in order to make a new articulation in the wrist
So I have tried to create a New joint in the middle of the hand (joint tool >>>add a new joint between the selected one and it's parent)
but I cant find a way to join it with the rest ....!?
For now I freeze investigating before you tell me more, maybe I am going the wrong way ....
Hi Tanauser,
What you want to do, that is, animating the lever of the Winchester, is going
to be a lot of work for a detail many users may not even zoom in to see. An easier
thing is to just animate the right arm to drop down a little after each shot to
give the illusion of cocking to eject the spent round and chambering a new one.
Most players watching a company of bluecoats firing that way would understand that
they are seeing a rapid firing repeater rifle in action.
I'm not encouraging the easier way, just pointing it out as a fall back. If you
try the harder way and later decide it's too much work, you'll still have learned
a lot about using Milkshape and animations so it won't be a wasted effort.
Now, the mechanics of making joints. You are quite right, if you go to the model tab,
click joint and then click in a viewport, you get an isolated joint which isn't good
for anything. You need to add the new joint into the "bone hierarchy" of the model.
I'll explain that in a moment. Right now you just want to have a new bone coming off
of bone_Rhand, the terminology for that is that bone_Rhand is the "parent" and the new
bone is the "child". Go to the joint tab and select bone_Rhand by double-clicking it.
Then go to the model tab, click the joint button, then click in a viewport where you
want the new joint, somewhere near bone_Rhand. Once you click you should see blue lines
connecting bone_Rhand to your new joint. Since it was selected when you clicked, bone_Rhand
is now the parent of your new bone. You can go to the joint tab and double-click on
the new bone (probably called joint24 or something like that) and then in the edit
box below you can select the name joint24 and then type in a new name, like bone_lever
or something descriptive, and then click the rename button to the left to rename it.
A tutorial on the bone hierarchy:
Bones (or joints, a better and more descriptive terminology) form a tree structure with
one root node or joint. For human models with CA's standard skeleton, the root joint
is bone_pelvis. All other bones are children of bone_pelvis or of its children, down
several generations, so to speak. Americans and the English will know this children's song
It's actually kind of like that. Here's the hierarchy in CA's standard order:"The hip bone's connected to the thigh bone,
The thigh bone's connected to the leg bone,
The leg bone's connected to the ankle bone,
The ankle bone's connected to the foot bone..."
Code:1 [0] 2 [1] 3 [2] 4 [3] bone_pelvis --> bone_RThigh --> bone_Rlowerleg --> bone_Rfoot 1 [0] 5 [1] 6 [5] 7 [6] 8 [7] bone_pelvis --> bone_abs --> bone_torso --> bone_head --> bone_jaw \ \ 9 [7] -> bone_eyebrow 6 [5] 10 [6] 11 [10] 12 [11] 13 [12] bone_torso --> bone_Rclavical --> bone_Rupperarm --> bone_Relbow --> bone_Rhand 6 [5] 14 [6] 15 [14] 16 [15] 17 [16] bone_torso --> bone_Lclavical --> bone_Lupperarm --> bone_Lelbow --> bone_Lhand 1 [0] 18 [1] 19 [18] 20 [19] bone_pelvis --> bone_RThigh --> bone_Rlowerleg --> bone_Rfoot
The first number above each entry is a 1-based index of that bone and the second number in brackets
is the index to its parent. The bracketed numbers are the hierarchy tree array for the skeleton.
They tell the game engine which bone is whose parent so it can multiply all the right rotation matrices
together to find out how to move a given vertex when an animation is played.
Actually I've simplified it a little to explain how it looks in Milkshape. In a .cas animation file
there is one more bone called Scene_Root that lies above bone_pelvis. It's position is always (0.0,0.0,0.0)
and it is never animated. The way the above is encoded in a .cas file is
Code:Scene_Root 0 bone_pelvis 0 bone_RThigh 1 bone_Rlowerleg 2 bone_Rfoot 3 bone_abs 1 bone_torso 5 bone_head 6 bone_jaw 7 bone_eyebrow 7 bone_Rclavical 6 bone_Rupperarm 10 bone_Relbow 11 bone_Rhand 12 bone_Lclavical 6 bone_Lupperarm 14 bone_Lelbow 15 bone_Lhand 16 bone_LThigh 1 bone_Llowerleg 18 bone_Lfoot 19
In reality, the hierarchy tree array is a zero-based indexing into the bone name array with Scene_Root
included. Those integers in that order is what you find in every .cas file containing a human animation
for M2TW. This is a whole bunch of explanation to tell you that when you add bone_lever into your skeleton
we will need to add one entry to the hierarchy tree array right after the number 19. That number will be 13,
the zero-based index to bone_Rhand, which is it's parent. (This applies much later when the new skeleton
gets exported to a family of .cas files.)
I realized the very next thing you are going to want to do after making
bone_lever is to assign vertices to it.
Bone Assignments:
Go to the joint tab and select bone_lever by double clicking it so the name appears
down in the edit box next to the rename button. Then go to the model tab and click
the select button. Down near the bottom of the model tab, in the group named "select options",
click the vertex button. Now use the mouse to select the vertices of the lever by dragging
a box around them. (You might have to do this procedure several times with small drag boxes to
avoid selecting vertices of the arm.) After selecting some vertices, go to the joint tab and
then click the assign button. You can go back and select more vertices while keeping the joint tab
open and repeatedly assign until you get them all. Once done, click away from the model in one
of the viewports to unselect everything. On the joint tab, check the checkbox named "Draw vertex weights".
Then double-click bone_lever and all the vertices assigned to it will show up red. This is how
you check your assignments. You can run through all the other bones to see how their assignments
show up as well.
Are you in the keyframer? That is, did you click the anim button?
If you do rotations without being in the keyframer you are changing
the model, not making animations. Click the anim button, then go to
the joint tab and double-click a bone to select it, then to the model
tab, click rotate, then rotate about some axis by some amount of
degrees and see how it looks. There are edit boxes on the keyframer
where you can set how many frames you want (there are tooltips if
you hover over them). After doing a frame, go to the menu item animate
and select set keyframe to save that frame, then go to the keyframer and
step to the next frame and work on that. Try doing like a 5 frame
animation as a test, and then play it by clicking the > button.
I don't understand I think I'm lost ; whatever I rotate with the Right arm (hand , elbow , uperarm); the Gun comes with it...(its like if it was weld to the arm) I have tried to assign the gun again "Bone_weapon_weapon01 to musket ...it doesn't work
.I have to go back from the begining
1) Open the merge Ms3d file (with the animation) selecting 5 frames /second
2) Click on the anim button ? so the model get in position
3 ) selecting the R_elbow from the joint Tab (dble click)
4) click on the Rotate or move button from the model Tab to give the motion I search?
5 ) Save the frame animation by clicking on the set keyframe from the menu Animate
Hi Tanauser,
That's how animation works, the gun IS welded to the right hand when it's assigned to it.
Every child of a joint moves when you rotate the parent. If you rotate bone_Rupperarm,
every vertex assigned to it, AND every vertex assigned to bone_Relbow and bone_Rhand move as well.
Think of you own arm as an example: if you are rigidly holding an object in your right hand,
it has to move when you bend any joint in your arm.
The bone_weapon bones are children of bone_Rhand so they also move.
I understand ; so there is no way to have the weapon still ....; I will have to play with both arms to get the closest to the effect ...Rotate UP with Right elbow and follow the movement with Left Clavical .....that will keep me busy for few hours![]()
I made already an animation with No weapon (as I have deleted it before) ; I had the idea of merge it after the job but it didn't work ....the animation was trembling and GOM didn't like it at all
I can send you the file when I am done to have your opinion ?
![]()
Ah excellent! It's not really hard once you get the hang
of it. I'm working on something else right at the moment.
I'll try to give you the rest of the steps tomorrow on getting
your modified animation in game. Once you've got the whole
procedure working, it really is just using the keyframer on each
animation you want to mod and voila! a custom animation family
for your bluecoats.
I'm just going guessing
I have extracted the modified animation from the Ms3d file under
USspanish_dragoon_lod0_animby.cas
Put it in a new folder
America/data/animations/Winch_HR_Mod/USspanish_dragoon_lod0_animby.cas
along with all the others from the same family -minus- the one I am replacing
that is "HR_Arquebus_attack_missile_release.cas" (this is the .cas I have modified) -minus the original reloading file (the one I don't want to see in the game by the top of the gun) that is :
anim attack_missile_reload data/animations/HR_Arquebus/HR_Arquebus_attack_missile_reload.cas -evt:data/animations/HR_Arquebus/HR_Arquebus_attack_missile_reload.evt
............................
I have 2 US blueCoats units
Cavalry gives , in modeldb
.....1 5 Horse 16 MTW2_HR_Arquebus 13 MTW2_HR_Sword 2 19 MTW2_Musket_Primary
Infantry gives:
...1 4 None 16 MTW2_Fast_Musket 20 MTW2_Non_Shield_Fast 1 19 MTW2_Musket_Primary 1 18 MTW2_Sword_Primary
so MTW2_HR_Arquebus and MTW2_Musket_Primary are the animation family
lets take the first one
if I open descr_skeleton.txt it gives for MTW2_HR_Arquebus
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;
type MTW2_HR_Arquebus
reference_points siege_engines/UnitModelsRefPoints/HR_Arquebus_Ref_Point.modelReferencePoints
parent MTW2_HR_Crossbow
no_deltas
in_awareness 135.0
in_zone 135.0
in_centre 45.0
;;; HR_Arquebus attacks
anim attack_missile_ready data/animations/HR_Arquebus/HR_Arquebus_attack_missile_ready.cas
anim attack_missile_hold data/animations/HR_Arquebus/HR_Arquebus_attack_missile_hold.cas
anim attack_missile_release data/animations/HR_Arquebus/HR_Arquebus_attack_missile_release.cas -evt:data/animations/HR_Arquebus/HR_Arquebus_attack_missile_release.evt
anim attack_missile_reload data/animations/HR_Arquebus/HR_Arquebus_attack_missile_reload.cas -evt:data/animations/HR_Arquebus/HR_Arquebus_attack_missile_reload.evt
;;; Weapon
type MTW2_HR_Arquebus_Primary
suppress_refpoints_warning
in_awareness 135.0
in_zone 135.0
in_centre 45.0
anim default data/animations/HR_Arquebus/weapon/w_HR_Arquebus_default.cas
anim stand_a_idle data/animations/HR_Arquebus/weapon/w_HR_Arquebus_default.cas
anim attack_missile_ready data/animations/HR_Arquebus/weapon/w_HR_Arquebus_default.cas
anim attack_missile_hold data/animations/HR_Arquebus/weapon/w_HR_Arquebus_default.cas
anim attack_missile_release data/animations/HR_Arquebus/weapon/w_HR_Arquebus_default.cas
anim attack_missile_reload data/animations/HR_Arquebus/weapon/w_HR_Arquebus_default.cas
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;
Just guessing![]()
So now I should
replace
anim attack_missile_release data/animations/HR_Arquebus/HR_Arquebus_attack_missile_release.cas -evt:data/animations/HR_Arquebus/HR_Arquebus_attack_missile_release.evt
by my new animation USspanish_dragoon_lod0_animby.cas
but What about the .evt ? can I keep the same ?
Than I need to change that path in that descr_skeleton.txt
but if my file is in the America/Data folder is that OK ?
should I repack it or can I use the Animation from dl from TWC ?
![]()
Could you tell me if I need to repack ? ...and in which DATA folder (MTTW2 or AMERICA)![]()
I got CTD upon CTD , I don't know in which DATA/Animation/ folder I have to put the new one MTW2_Winchester ;
also what do I do with the pack.dat inside of each
This is how I have put it in the skeleton.txt
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;
[B]type ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;
type MTW2_Winchester
reference_points siege_engines/UnitModelsRefPoints/HR_Arquebus_Ref_Point.modelReferencePoints
parent MTW2_HR_Crossbow
no_deltas
in_awareness 135.0
in_zone 135.0
in_centre 45.0
;;; HR_Arquebus attacks
anim attack_missile_ready data/animations/MTW2_Winchester/HR_Arquebus_attack_missile_ready.cas
anim attack_missile_hold data/animations/MTW2_Winchester/HR_Arquebus_attack_missile_hold.cas
anim attack_missile_release data/animations/MTW2_Winchester/HR_Arquebus_attack_missile_release.cas -evt:/data/animations/MTW2_Winchester/HR_Arquebus_attack_missile_release.evt
;;; Weapon
type MTW2_HR_Arquebus_Primary
suppress_refpoints_warning
in_awareness 135.0
in_zone 135.0
in_centre 45.0
anim default data/animations/MTW2_Winchester/weapon/w_HR_Arquebus_default.cas
anim stand_a_idle data/animations/MTW2_Winchester/weapon/w_HR_Arquebus_default.cas
anim attack_missile_ready data/animations/MTW2_Winchester/weapon/w_HR_Arquebus_default.cas
anim attack_missile_hold data/animations/MTW2_Winchester/weapon/w_HR_Arquebus_default.cas
anim attack_missile_release data/animations/MTW2_Winchester/weapon/w_HR_Arquebus_default.cas
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;
I have removed the anim reloading line (this one concerne the old reloading sequence animation maybe it's here the mistake )....in the new folder and in the text file
indicate 15 MTW2_Winchester in the modeldb instead of 16 MTW2_HR_Arquebus, I have put the New folder in each Animation folder beside the 2 pack.dat
What else ?
Time is on my side
Hi Tanauser,
Sorry, was busy all day. I replied to your e-mail but didn't check this
thread. I was assuming you were running unpacked but I should have
checked. Do you have Caliban's unpacked animations directory as
your vanilla \data\animations directory, or are the only items in there
pack.dat, pack.idx, skeleton.dat, and skeleton.idx?
The way I run unpacked is:
I renamed my original \data\animations in the vanilla install to
\data\animations_orig so I have a safe copy of those four files.
I then put Caliban's directory as my vanilla \data\animations
directory.
Then I went to my mod folder, let's call it America to follow your notation.
If you have those four files in \America\data\animations you need
to save them somewhere else and remove them from that directory.
Note that we haven't yet put anything new in the game. Now start
your mod game and see if they get rebuilt. This process takes longer
than the normal load, like 60 or more seconds, so don't worry. If the game
loads everything is working as it should. All of this assumes you are
using io_filefirst and all that.
I can't remember if this makes a difference but my cfg file has this:
Caliban told us to do this but I think it didn't make a difference.Code:[util] no_animdb = true
Now to test your animation in a simple way, simply back up the original
.cas file that you used for your modification. Then rename your
modded file to that name and put it in the right folder under the vanilla
\data\animations. (This assumes that the unit you are going to test
in-game uses this animation in its animation family.)
Now go to \America\data\animations and again move those four files
that got recreated out of that folder to a safe place. If you now start
your mod game it should rebuild using Caliban's unpacked .cas files only
now including your modified animation.
Later, when you want to create a whole new family of animations for your
bluecoats is when you get into copying and renaming folders in
\data\animations and editing descr_skeleton.txt and creating new family
entries there. It isn't that bad, it just takes a fair amount of editing and
there is always the possibility of making errors and getting CTDs that take
a long while to track down. This is why I'm outlining the simpler approach
above for testing a single animation in-game.
Hi
thanks for your advice and patience It's working more or less![]()
so the animation reloading IS CHANGED ! but I don't know why those guys are standing on there horse while doing the Clutch
So I have extracted the Whole Animation pack inside my /DATA/vanilla MTTW2 directory .......Rename My MTTW2_Winchester to HR_Arquebus (save HR_Arquebuse)
inside the HR_Arquebuse folder i Have the file I have moddified under the name of the reloading one that is: HR_Arquebus_attack_missile_reload.cas = This one is actually the HR_Arquebus_attack_missile_release.cas that I have taken for base to mod and rename after
I have to make tries , and tries to figure out what went wrong in the file
But it's a first result, I 'm happy![]()
descr_skeleton not changed yet
I think the problem has something to do with the Extract animation of my m3sd file but I have no error report from the extraction:
Because If I rename the original RELEASE file into RELOAD it works well; these are 2 original files ; (I just replace the "reloading" file by "release" which from far looks OK ) If I use the one I have modded the soldier get up on his saddle when reloading
I know what it was ; OK ! I 'm on it .........almost done
(I had a 30/30 once)
![]()
Excellent news!Never had a 30/30 but I
had a pellet gun made to look like a Winchester, long ago.![]()
The good news is, all the other animation mods you make from now
on will be so much easier.
Cheers
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