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  • infantry animation thread

    #1
    aka "i dont know exacly how to proceed " , im just wondering if its possible to edit the animation tree of the various infantry models instead of reanimating em.
    That's the situation , iv made a custom rifleman model rigged using a custom bone set that had the same name of the original bone set , i just want to know if ill compile it the rest of the animations (like gurifleman_ATKA.w3x) gonna use that bone set as existing "skeleton" hierarchy , or i've to re-export any single animation using the custom one as skeleton .
    This question starts because i want to place in a single squad different kind of infantry units , with obviously different animations styles.

  • #2
    Well, it works finde, done it a couple of times in TWA.

    however, you need to unterstand how the w3x skelletons/animtions work - the animations dont refer to a bone by name, but by number. As long as you make sure that the new bones are at the end of your skelleton, it will work fine with existing animations.

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    • #3
      u mean that the link hierarchy had to be the same , beacuse as i see in the art pack , all the *.max files referring to the single animation had a simple "skin" system instead of the wwskin roottransform , so what afflict the number order of the bone hierarchy?

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      • #4
        skin or wwskin does not matter - since they are animations, only the movement of the bones will be exportet, not the model or the skelleton or any texture settings.

        Not exactly sure how the bones are sorted, but the easiest way for me was just exporting the modified skelleton as a new file, the copy the new bones from the skelleton into the orginale skelleton from the artpack and then usw this modiefed skelleton for exporting.

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        • #5
          lemme understand ...
          u export a custom skeleton in a w3x file , than copy his bones into an animation from the artpack and export the selected animation ... and how do you link the custom meshes to the existing bones?

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          • #6
            just a bit more specific ... ?

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            • #7
              Code:
              <W3DAnimation id="GUAIRCRAFTD_FLYA" Hierarchy="GUAIRCRAFTD_SKL" NumFrames="110" FrameRate="30">
              I've messed around with animations a couple of times. The above code should be in the _SKL.w3x file at the top. Just make sure the "Hierarchy" section points to the skeleton of the new unit and it will work. May mean renaming all the animation files so they don't overwrite the others but saves on the reanimation.

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              • #8
                _SKL means skeleton which IS the hierarchy. Animations shouldn't be in any _SKL file by default. btw: The file names doesn't really matter. You could put all code into one single file. The important things are the ids.

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                • #9
                  as golan suggest me couple of times , i use hierarchical models as skeletons , but the problem is , if i want to change the skeleton (means link different meshes) without changing the other animations ( for the base infantry ive made a base custom skeleton and i've to reanimate each single animation ) , so i think that i've to rig custom meshes on the default skeleton and than export the other default anims (the ones in the artpack) with exceptional bones

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                  • #10
                    X3N had a tutorial about this and sadly its been taken offline due to the webhost having been accused of something or other by the FBI .. must be an american site.



                    side note send me your information in pm if interested.. just please bear in mind it can take me time to reply as i have many things in progress.

                    one tutorial of his i did see about is this one about how to add a unit into the game //video download and its large i warn you

                    http://www.mirrorcreator.com/files/1...nt29.mp4_links

                    again thats nothing to do with me and all credit goes to x3n..

                    still this tutorial sits in my hdd someplace made by X3n so ill be happy to send you it although you may excuse me if i dont host it online given its his tutorial and he may soon re upload it to a working site or may even have it someplace already... plus im pretty bad at working out all the little catches or flaw to make sure its all working right.

                    the video tutorial and stuff for the unit replacement is 26mb and is in avi format. along with word and max object data.

                    Another good source of information is the tower wars source code that is provided by bibber and lauren .. and it was much appreciated they allowed so many people to get better ideas on modding and how to do such amazing things.

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                    • #11
                      A question, isn't animating infantry with entirely new animations extremely complicated?

                      I assume it is cause I have seen how complex animation can be in general
                      (Know a couple folks who do animations for 1st person shooters).

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                      • #12
                        Originally posted by Splat View Post
                        X3N had a tutorial about this and sadly its been taken offline due to the webhost having been accused of something or other by the FBI .. must be an american site.



                        side note send me your information in pm if interested.. just please bear in mind it can take me time to reply as i have many things in progress.

                        one tutorial of his i did see about is this one about how to add a unit into the game //video download and its large i warn you

                        http://www.mirrorcreator.com/files/1...nt29.mp4_links

                        again thats nothing to do with me and all credit goes to x3n..

                        still this tutorial sits in my hdd someplace made by X3n so ill be happy to send you it although you may excuse me if i dont host it online given its his tutorial and he may soon re upload it to a working site or may even have it someplace already... plus im pretty bad at working out all the little catches or flaw to make sure its all working right.

                        the video tutorial and stuff for the unit replacement is 26mb and is in avi format. along with word and max object data.

                        Another good source of information is the tower wars source code that is provided by bibber and lauren .. and it was much appreciated they allowed so many people to get better ideas on modding and how to do such amazing things.


                        first of all im asking sorry for the elapsed time ... i've got a couple of problems these months (health + work) and now that im back on my project im really really happy to see someones help and i'll be very hapy to exchange infos via pm or moddb pages.

                        Im so sorry for all the time taken to make a decent answer m8 , and thanks 4 the support.

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