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  1. #1
    Member Member KnightErrant's Avatar
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    Default Re: Editing Animation folder

    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.

  2. #2

    Default Re: Editing Animation folder

    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 ?


  3. #3

    Default Re: Editing Animation folder

    It was finally shorter than what I have expected



    a discreet movement from the wrist : I moved the Left elbow first than selected the rifle and rotate it counter-clockwise to make it appear still ... Now the file must go in a new folder containing all the animations of the musket LESS the reloading

  4. #4
    Member Member KnightErrant's Avatar
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    Default Re: Editing Animation folder

    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.

  5. #5

    Default Re: Editing Animation folder

    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 ?


  6. #6

    Default Re: Editing Animation folder

    Could you tell me if I need to repack ? ...and in which DATA folder (MTTW2 or AMERICA)

  7. #7

    Default Re: Editing Animation folder

    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

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