I made a unit (a bipedal mech) and made a simple walking animation in 3dsmax for the moving conditionstate. Exported it as animation. got it in game...and here is where it goes wrong.
The animation looks screwed up instead of the step for step walk it looks like the unit is jumping/skipping.
Tried to export it as hierachial animated model...same effect.
my animation consists out of a total of 36 frames...frame 5 thill 35 are the actuall walking frames, 0 thill 5 i planned to use as _ACC ones aka getting from its neuteral pose to its walking one.
As far as i understand you declare wich frames you use for what when you export right? 10 -20 or 1 to 100 etc?
Been messing arround with exporting the bones as skeleton only etc. but to no effect.
I can actually mimic the same weird skipping behavior in Max if i delete the autokeys at frame 0.
So i'm assuming (incorrectly perhaps) its a frame issue on exporting maybe?
Any advice on how to correctly animate and export a NEW unit into the game?
I basicly copied the walking xml code from the juggernaut, in the sample art it has a skeleton but iirc its not defined/used in the xml's?
Is there maybe somewhere a decent tutorial on animating units for c&c3? New units that is not using existing ones with alterations?
thanks in advance

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