do Animations have to follow an order?
something like "root" has to come in last, walk has to come after runing, that has to come after whatever...?
almost seens that both animations' names and the frames have to come in some order.
can anyone confirm that? I'm having trouble with my animation.cfg file now =.= (it's actually doing only one animation, but since I have so few...)
Good stuff, I'm pretty interested in how you got the tags working though I've never looked if the tags of my animated models worked properly. The saber tag working makes me wanna do a cavern troll ..
Good job
eh, I wanted to wait for the model to come out, but this is still gonna take so loooong...
okey xP it's not a big deal, really, but I would never figure it out if I had not looked at the code, I didn't really get it, but many times it calls for the string "models/players/_humanoid" in other to check if the model is a humanoid, so all you have to do is put that in your path, you add something to the folder's name, or just slap a sub-folder: models/players/_humanoid/troll or models/players/_humanoidTroll (whatever, you pick, as long as you have "models/players/_humanoid" inside your folder's path)
Quote:
Originally Posted by {L.O.W}Light{Rank}
can i have a scaled down version of that model cause i want to be normal size with it plz?
sorry, by the time I finish (if I get there, animating is giving me more pain) the model is meant to be a npc ONLY (and as far as I know Multiplayer wont let you play with npcs), other than that, it doesn't use the human(oid) skeleton(gla) anyways, so engine has 2 reasons for not let it be used in multiplayer (wont let you play with npcs, and wont let you play with non humanoid skeletons), I'm still gonna have to check on how to make it work on multiplayer, yet as a npc =.=
do Animations have to follow an order?
something like "root" has to come in last, walk has to come after runing, that has to come after whatever...?
almost seens that both animations' names and the frames have to come in some order.
can anyone confirm that? I'm having trouble with my animation.cfg file now =.= (it's actually doing only one animation, but since I have so few...)
okey, sorry, my mistake, Psyko's modeling tutorial says you have to remove mesh_root from your scene if you're goin to animate (I had no idea why, so I removed while tryng to figure out the tag thing, saw no diference than put it back, now I see (my model got stuck in only one animation), doesn't make much sense but it's a fact, nomesh root for animations
Manganiac, if it isn't much to ask , it'd be sweet if once you've finished this project you make some kind of document with the points you've concluded, for example:
キHow I made the tags work:
(...)
キThe importance about mesh root:
(...)
Just to put everything together since you're discovering things that at least I wouldn't have the willpower to discover. Really man, pretty good job.
this one I'm having a hard time figuring it out:
tryng to make the model work it's own melee with saber animations, but he aint starting the simple attacks (actually it's the same animation slaped on all animation labels for dual stances).
Seens every animation requires an intro animation, such as, swing attack left to right ( BOTH_A6__L__R ) requires a start animation for it (BOTH_S6_S6__L), but that's not enough, cuz the model still wont perform it, so far only perform animations that do not require a previows start animation, such as: katas (BOTH_A6_SABERPROTECT).
not sure what am I missing, I gave him the stance animation BOTH_SABERDUAL_STANCE, the starting frames BOTH_S6_S6__L (thansictin from stance to attack animation), the attack animation itself ( BOTH_A6__L__R ) and the return to stance animation (BOTH_R6__R_S6).
that's happening to all simple animations, (bottom left to top right (BOTH_A6_BL_TR), top to bottom (BOTH_A6_T__B_), etc..., except the special ones (attack enemies on "both left and right" and "katas"), since it works special ones, I guess it's safe to assume I'm missing something on the animation.cfg file alone.
if anyone has a clue, plz say something... T_T
I've done a dummie to test this stuff, so far i've only managed to get the dummie ingame with a saber but, the saber isn't tagged at bolt_r_hand it seems it's tagged at bolt_torso_caps_hips and I don't know why.
Not only that, ingame it doesn't perfom any animation though I think it's because i'll have to put the exact name for each animation, I'm gonna try right now that BOTH_SABERDUAL_STANCE and see if it works, also I've been thinking that it'd be possible to let the npc block your saber with the animations BOTH_LK_S_S_S_L_2, BOTH_LK_S_S_T_L_1 and BOTH_LK_S_S_T_L_2. I have to take a look to the code because I want to take a look at the CLASSes.. but I don't know where to get it, if its in the SDK tell me plz ^^.
Ok sorry for the double post but this is what I got. It doesn't work (only the death animation), the hilt rotates with the body but the laser blade don't... I don't know why the saber isn't at the hand because there isn't any kind of tag in the body, if you can tell me how did you make it work I'd go ahead and get to your point, form there I'd be more helpful
Spoiler:
Edit: Ok I thought that it was a liking problem since the whole body is a mesh so I took the r_hand mesh out of the body mesh and linked it to the body one, and linked the bolt_r_hand to the r_hand, but it's still the same.. well i'll work on it later I gtg good luck
- JKA MP Total Conversion -
Last edited by LightNinja; October 18th, 2007 at 07:20 AM.
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