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-   -   i can has revan model? (http://forums.filefront.com/sw-jk3-modding-mapping-editing/404213-i-can-has-revan-model.html)

Zach September 8th, 2009 08:19 PM

Re: i can has revan model?
 
Quote:

Originally Posted by Silent_Blade (Post 5001427)
Oh my, this is so awesome. If only I still played JKA and could actually play JKA MP... Eh. The modding possibilities with an accurate Revan model not illegal to port is endless.

Except I'm pretty sure gir doesn't allow people to edit his work. I may be wrong.

General Jaxun September 8th, 2009 11:09 PM

Re: i can has revan model?
 
I guess we'll see.

Almighty_who? September 9th, 2009 10:11 AM

Re: i can has revan model?
 
well, while i wouldn't want anyone to edit the model/textures, anyone can feel free to use the skeleton and animations on future projects =]

General Jaxun September 9th, 2009 11:33 AM

Re: i can has revan model?
 
I myself would find alot of use for that, due to the fact I've added a cape to Jaxun's outfit.

Well, it only exists in my imagination. I have no artistic capabilities, but if I ever made it, then I'd love to be able to use this skeleton.

N-7 September 9th, 2009 03:52 PM

Re: i can has revan model?
 
Ok, here's the first part of the animations-by-function list (everything apart from PM_SetSaberMove, which accounts for most of the saber anims; I'll do that one tomorrow):
Spoiler:
Code:

bg_pmove.c PM_AdjustStandAnimForSlope(...)
    LEGS_LEFTUP1
    LEGS_LEFTUP2
    LEGS_LEFTUP3
    LEGS_LEFTUP4   
    LEGS_LEFTUP5
    LEGS_RIGHTUP1
    LEGS_RIGHTUP2
    LEGS_RIGHTUP3
    LEGS_RIGHTUP4
    LEGS_RIGHTUP5
    LEGS_S1_LUP1
    LEGS_S1_LUP2
    LEGS_S1_LUP3
    LEGS_S1_LUP4
    LEGS_S1_LUP5
    LEGS_S1_RUP1
    LEGS_S1_RUP2
    LEGS_S1_RUP3
    LEGS_S1_RUP4
    LEGS_S1_RUP5

EDIT: *snip*

bg_pmove.c PM_AdjustAngleForWallRun(...)
    BOTH_WALL_RUN_RIGHT_STOP
    BOTH_WALL_RUN_LEFT_STOP

bg_pmove.c PM_AdjustAngleForWallRunUp(...)
    BOTH_FORCEWALLRUNFLIP_ALT
    BOTH_FORCEWALLRUNFLIP_END

bg_pmove.c PM_AdjustAngleForWallJump(...)
    BOTH_FORCEWALLHOLD_FORWARD
    BOTH_FORCEWALLHOLD_LEFT
    BOTH_FORCEWALLHOLD_BACK
    BOTH_FORCEWALLHOLD_RIGHT
    BOTH_FORCEJUMP1

bg_pmove.c PM_Animate(...)
    BOTH_ENGAGETAUNT            // upon BUTTON_GESTURE

bg_pmove.c PM_CheckJump(...)
    BOTH_FORCEWALLREBOUND_RIGHT
    BOTH_FORCEWALLREBOUND_LEFT
    BOTH_FORCEWALLREBOUND_FORWARD
    BOTH_FORCEWALLREBOUND_BACK
    BOTH_FORCEINAIR1
    BOTH_FLIP_F
    BOTH_FLIP_B
    BOTH_FLIP_R
    BOTH_FLIP_L
    BOTH_FORCEINAIRBACK1
    BOTH_FORCEINAIRRIGHT1
    BOTH_FORCEINAIRLEFT1
    BOTH_FORCEJUMP1
    BOTH_WALL_RUN_RIGHT
    BOTH_WALL_FLIP_RIGHT
    BOTH_WALL_RUN_LEFT
    BOTH_WALL_FLIP_LEFT
    BOTH_FLIP_BACK1
    BOTH_WALL_RUN_LEFT_FLIP
    BOTH_WALL_RUN_RIGHT_FLIP
    BOTH_FORCEWALLRUNFLIP_END
    BOTH_WALL_FLIP_BACK1
    BOTH_FORCEWALLRUNFLIP_START
    BOTH_FORCEJUMPRIGHT1
    BOTH_FORCEJUMPLEFT1
    BOTH_FORCEJUMPBACK1
    BOTH_FORCELAND1
    BOTH_FORCELANDBACK1
    BOTH_FORCELANDLEFT1
    BOTH_FORCELANDRIGHT1


bg_pmove.c PM_JumpForDir(...)
    BOTH_JUMP1
    BOTH_JUMPBACK1
    BOTH_JUMPRIGHT1
    BOTH_JUMPLEFT1

bg_pmove.c PM_CrashLand(...)            // "hard landings that generate sound events"
    BOTH_FORCELAND1
    BOTH_FORCELANDBACK1
    BOTH_FORCELANDLEFT1
    BOTH_FORCELANDRIGHT1
    BOTH_LAND1
    BOTH_LANDBACK1
    BOTH_LANDLEFT1
    BOTH_LANDRIGHT1
    BOTH_GUNSIT1
    TORSO_WEAPONREADY4
    WeaponReadyAnim[pm->ps->weapon]        // see bottom of this file

bg_pmove.c PM_GroundTrace(...)            // check whether player is grounded
    BOTH_JUMP1
    BOTH_JUMPBACK1

bg_pmove.c PM_GroundTraceMissed(...)        // "we are in freefall"
    BOTH_CHOKE3
    BOTH_INAIR1
    BOTH_JUMP1
    BOTH_JUMPBACK1
    BOTH_INAIR1

bg_pmove.c PM_Footsteps(...)
    BOTH_STAND1
    BOTH_CROUCH1IDLE
    BOTH_CROUCH1WALK
    BOTH_CROUCH1WALKBACK
    BOTH_RUN1
    BOTH_RUN2
    BOTH_RUN_DUAL
    BOTH_RUN_STAFF
    BOTH_RUNBACK1
    BOTH_RUNBACK2
    BOTH_WALK1
    BOTH_WALK2
    BOTH_WALK_DUAL
    BOTH_WALK_STAFF
    BOTH_WALKBACK1
    BOTH_WALKBACK2
    BOTH_WALKBACK_DUAL
    BOTH_WALKBACK_STAFF
    BOTH_SWIM_IDLE1
    BOTH_SWIMFORWARD
    TORSO_WEAPONREADY4

bg_pmove.c PM_TryRoll(...)
    BOTH_ROLL_B
    BOTH_ROLL_F
    BOTH_ROLL_R
    BOTH_ROLL_L

bg_pmove.c PmoveSingle(...)
    BOTH_MEDITATE_END
    BOTH_INAIR1            // only in jetpack mode; IDK if possible in mp
    BOTH_INAIRBACK1            // only in jetpack mode; IDK if possible in mp
    BOTH_INAIRLEFT1            // only in jetpack mode; IDK if possible in mp
    BOTH_INAIRRIGHT1        // only in jetpack mode; IDK if possible in mp

bg_pmove.c PM_VehicleWeaponAnimate(...)
    BOTH_VS_ATF_G
    BOTH_VS_ATL_G
    BOTH_VS_ATL_S
    BOTH_VS_ATR_S
    BOTH_VS_ATR_G
    BOTH_VS_IDLE
    BOTH_VS_IDLE_SR
    BOTH_VS_IDLE_G
    BOTH_VS_REV
    BOTH_VT_ATF_G
    BOTH_VT_ATL_G
    BOTH_VT_ATL_S
    BOTH_VT_ATR_G
    BOTH_VT_ATR_S
    BOTH_VT_IDLE
    BOTH_VT_IDLE_S
    BOTH_VT_IDLE_G
    BOTH_VT_RUN_FWD
    BOTH_VT_TURBO
    BOTH_VT_WALK_REV

bg_pmove.c PM_Weapon(...)            // some of the anims here may actually
                        // not be used in mp (I'll check this later)
    BOTH_FORCEPUSH
    BOTH_FORCEPULL
    BOTH_FORCEGRIP_HOLD
    BOTH_FORCE_2HANDEDLIGHTNING_HOLD
    BOTH_FORCELIGHTNING_HOLD
    BOTH_SABERPULL
    BOTH_CHOKE3
    BOTH_FORCE_GETUP_B1
    BOTH_FORCE_GETUP_B3
    BOTH_GETUP1
    BOTH_KNOCKDOWN1
    BOTH_ENGAGETAUNT
    BOTH_A3_TL_BR
    BOTH_D3_TL___
    BOTH_KNEES1
    BOTH_FORCE_GETUP_F2
    BOTH_KNOCKDOWN5
    BOTH_B1_BL___
    BOTH_GESTURE1
    BOTH_A7_KICK_F
    BOTH_A7_KICK_B
    BOTH_A7_KICK_R
    BOTH_A7_KICK_L
    BOTH_A7_KICK_F_AIR
    BOTH_A7_KICK_B_AIR
    BOTH_A7_KICK_R_AIR
    BOTH_A7_KICK_L_AIR
    BOTH_GUNSIT1
    BOTH_STAND6
    BOTH_ATTACK4
    BOTH_MELEE1
    BOTH_MELEE2
    TORSO_RAISEWEAP1
    TORSO_WEAPONREADY4
    WeaponReadyAnim[pm->ps->weapon]        // see bottom of this file
    WeaponAttackAnim[pm->ps->weapon]    // see bottom of this file

bg_pmove.c PM_BeginWeaponChange(...)
    TORSO_DROPWEAP1

bg_pmove.c PM_FinishWeaponChange(...)
    TORSO_RAISEWEAP1

bg_pmove.c PM_GetSaberStance(...)
    saber1>readyAnim            // from sab file, can be anything
    saber2>readyAnim            // from sab file, can be anything
    BOTH_SABERPULL
    BOTH_STAND1
    BOTH_STAND2
    BOTH_SABERFAST_STANCE
    BOTH_SABERSLOW_STANCE
    BOTH_SABERDUAL_STANCE
    BOTH_SABERSTAFF_STANCE
    WeaponReadyLegsAnim[pm->ps->weapon]    // (see bottom of this file)

bg_saber.c PM_SaberLockLoseAnim(...)
    BOTH_LK_S_S_T_SB_1_L
    BOTH_BF1BREAK
    BOTH_K1_S1_T_
    BOTH_BF1BREAK
    BOTH_KNOCKDOWN4
    BOTH_A3_T__B_
    BOTH_LK_S_S_S_SB_1_L
    BOTH_V1_BL_S1
    BOTH_V1_BR_S1
    BOTH_CWCIRCLEBREAK

bg_saber.c PM_SaberLockWinAnim(...)   
    BOTH_A3_T__B_
    BOTH_BF1BREAK
    BOTH_CCWCIRCLEBREAK
    BOTH_CWCIRCLEBREAK
    BOTH_LK_S_S_T_SB_1_W
    BOTH_KNOCKDOWN4
    BOTH_K1_S1_T_
    BOTH_V1_BL_S1
    BOTH_V1_BR_S1

bg_saber.c PM_SaberLockResultAnim(...)
    BOTH_LK_S_DL_S_B_1_L
    BOTH_LK_S_DL_S_B_1_W
    BOTH_LK_S_DL_S_SB_1_L
    BOTH_LK_S_DL_S_SB_1_W
    BOTH_LK_S_DL_T_B_1_L
    BOTH_LK_S_DL_T_B_1_W
    BOTH_LK_S_DL_T_SB_1_L
    BOTH_LK_S_DL_T_SB_1_W
    BOTH_LK_S_ST_S_B_1_L
    BOTH_LK_S_ST_S_B_1_W
    BOTH_LK_S_ST_S_SB_1_L
    BOTH_LK_S_ST_S_SB_1_W
    BOTH_LK_S_ST_T_B_1_L
    BOTH_LK_S_ST_T_B_1_W
    BOTH_LK_S_ST_T_SB_1_L
    BOTH_LK_S_ST_T_SB_1_W
    BOTH_LK_S_S_S_B_1_L
    BOTH_LK_S_S_S_B_1_W
    BOTH_LK_S_S_S_SB_1_L
    BOTH_LK_S_S_S_SB_1_W
    BOTH_LK_S_S_T_B_1_L
    BOTH_LK_S_S_T_B_1_W
    BOTH_LK_S_S_T_SB_1_L
    BOTH_LK_S_S_T_SB_1_W
    BOTH_LK_DL_DL_S_B_1_L
    BOTH_LK_DL_DL_S_B_1_W
    BOTH_LK_DL_DL_S_SB_1_L
    BOTH_LK_DL_DL_S_SB_1_W
    BOTH_LK_DL_DL_T_B_1_L
    BOTH_LK_DL_DL_T_B_1_W
    BOTH_LK_DL_DL_T_SB_1_L
    BOTH_LK_DL_DL_T_SB_1_W
    BOTH_LK_DL_ST_S_B_1_L
    BOTH_LK_DL_ST_S_B_1_W
    BOTH_LK_DL_ST_S_SB_1_L
    BOTH_LK_DL_ST_S_SB_1_W
    BOTH_LK_DL_ST_T_B_1_L
    BOTH_LK_DL_ST_T_B_1_W
    BOTH_LK_DL_ST_T_SB_1_L
    BOTH_LK_DL_ST_T_SB_1_W
    BOTH_LK_DL_S_S_B_1_L
    BOTH_LK_DL_S_S_B_1_W
    BOTH_LK_DL_S_S_SB_1_L
    BOTH_LK_DL_S_S_SB_1_W
    BOTH_LK_DL_S_T_B_1_L
    BOTH_LK_DL_S_T_B_1_W
    BOTH_LK_DL_S_T_SB_1_L
    BOTH_LK_DL_S_T_SB_1_W
    BOTH_LK_ST_DL_S_B_1_L
    BOTH_LK_ST_DL_S_B_1_W
    BOTH_LK_ST_DL_S_SB_1_L
    BOTH_LK_ST_DL_S_SB_1_W
    BOTH_LK_ST_DL_T_B_1_L
    BOTH_LK_ST_DL_T_B_1_W
    BOTH_LK_ST_DL_T_SB_1_L
    BOTH_LK_ST_DL_T_SB_1_W
    BOTH_LK_ST_ST_S_B_1_L
    BOTH_LK_ST_ST_S_B_1_W
    BOTH_LK_ST_ST_S_SB_1_L
    BOTH_LK_ST_ST_S_SB_1_W
    BOTH_LK_ST_ST_T_B_1_L
    BOTH_LK_ST_ST_T_B_1_W
    BOTH_LK_ST_ST_T_SB_1_L
    BOTH_LK_ST_ST_T_SB_1_W
    BOTH_LK_ST_S_S_B_1_L
    BOTH_LK_ST_S_S_B_1_W
    BOTH_LK_ST_S_S_SB_1_L
    BOTH_LK_ST_S_S_SB_1_W
    BOTH_LK_ST_S_T_B_1_L
    BOTH_LK_ST_S_T_B_1_W
    BOTH_LK_ST_S_T_SB_1_L
    BOTH_LK_ST_S_T_SB_1_W

bg_saber.c PM_WeaponLightsaber(...)
    BOTH_STAND1

             
w_saber.c WP_SaberPositionUpdate(...)
    BOTH_DEADFLOP1                // overriding death anim if died during grapple
    BOTH_KYLE_MISS                // a particular situation during grappling

w_saber.c G_GrabSomeMofos(...)
    BOTH_KYLE_MISS
    BOTH_KYLE_PA_1
    BOTH_KYLE_PA_2
    BOTH_PLAYER_PA_1
    BOTH_PLAYER_PA_2

w_saber.c G_SaberLockAnim(...)
    BOTH_LK_DL_DL_T_L_2
    BOTH_LK_DL_DL_S_L_2
    BOTH_LK_ST_ST_T_L_2
    BOTH_LK_ST_ST_S_L_2
    BOTH_LK_S_S_T_L_2
    BOTH_LK_S_S_S_L_2
    BOTH_LK_DL_DL_S_L_1
    BOTH_LK_DL_DL_T_L_1
    BOTH_LK_DL_ST_S_L_1
    BOTH_LK_DL_ST_T_L_1
    BOTH_LK_DL_S_S_L_1
    BOTH_LK_DL_S_T_L_1
    BOTH_LK_ST_DL_S_L_1
    BOTH_LK_ST_DL_T_L_1
    BOTH_LK_ST_ST_S_L_1
    BOTH_LK_ST_ST_T_L_1
    BOTH_LK_ST_S_S_L_1
    BOTH_LK_ST_S_T_L_1
    BOTH_LK_S_DL_S_L_1
    BOTH_LK_S_DL_T_L_1
    BOTH_LK_S_ST_S_L_1
    BOTH_LK_S_ST_T_L_1
    BOTH_LK_S_S_S_L_1
    BOTH_LK_S_S_T_L_1


w_saber.c WP_SabersCheckLock2(...)
    BOTH_BF2LOCK
    BOTH_BF1LOCK
    BOTH_CCWCIRCLELOCK
    BOTH_CWCIRCLELOCK

w_saber.c CheckSaberDamage(...)
    BOTH_V1_B__S1
    BOTH_V1_BR_S1
    BOTH_V1__R_S1
    BOTH_V1_TR_S1
    BOTH_V1_T__S1
    BOTH_V1_TL_S1
    BOTH_V1__L_S1
    BOTH_V1_BL_S1
    BOTH_STAND1

w_force.c Jedi_DodgeEvasion(...)        // called by WP_DisruptorMain/AltFire and WP_FireConcussionAlt
    BOTH_DODGE_FL
    BOTH_DODGE_FR
    BOTH_DODGE_L
    BOTH_DODGE_R

w_force.c G_SpecialRollGetup(...)
    BOTH_GETUP_BROLL_R
    BOTH_GETUP_BROLL_L
    BOTH_GETUP_BROLL_F
    BOTH_GETUP_BROLL_B

cg_players.c CG_G2PlayerHeadAnims(...)
    FACE_ALERT
    FACE_DEAD
    FACE_FROWN
    FACE_TALK1
    FACE_TALK2
    FACE_TALK3
    FACE_TALK4

cg_servercmds.c CG_BodyQueueCopy(...)
    BOTH_DEAD1

g_active.c G_CheckClientIdle(...)
    BOTH_STAND1IDLE1
    BOTH_STAND2IDLE1
    BOTH_STAND2IDLE2
    TORSO_RAISEWEAP1

g_active.c G_SetTauntAnim(...)
    BOTH_ENGAGETAUNT
    BOTH_GESTURE1
    BOTH_DUAL_TAUNT
    BOTH_STAFF_TAUNT
    BOTH_BOW
    BOTH_MEDITATE
    BOTH_SHOWOFF_FAST
    BOTH_SHOWOFF_MEDIUM
    BOTH_SHOWOFF_STRONG
    BOTH_SHOWOFF_DUAL
    BOTH_SHOWOFF_STAFF
    BOTH_VICTORY_FAST
    BOTH_VICTORY_MEDIUM
    BOTH_VICTORY_STRONG
    BOTH_VICTORY_DUAL
    BOTH_VICTORY_STAFF
    ent->client->saber[X].tauntAnim        // from sab file, can be anything
    ent->client->saber[X].bowAnim        // from sab file, can be anything
    ent->client->saber[X].meditateAnim    // from sab file, can be anything
    ent->client->saber[X].flourishAnim    // from sab file, can be anything
    ent->client->saber[X].gloatAnim        // from sab file, can be anything

g_client.c ClientSpawn(...)
    BOTH_STAND1TO2
    TORSO_RAISEWEAP1
    WeaponReadyAnim[client->ps.weapon]    // see bottom of this file

g_client.c G_BreakArm(...)   
    BOTH_PAIN2
    BOTH_PAIN3

g_cmds.c TryGrapple(...)            // this is also called by PM_Weapon (in case of WP_MELEE)
    BOTH_KYLE_GRAB

g_combat.c G_PickDeathAnim(...)
    BOTH_CHOKE3
    BOTH_RIGHTHANDCHOPPEDOFF
    BOTH_DEATH1
    BOTH_DEATH2
    BOTH_DEATH3
    BOTH_DEATH4
    BOTH_DEATH5
    BOTH_DEATH6
    BOTH_DEATH7
    BOTH_DEATH8
    BOTH_DEATH9
    BOTH_DEATH10
    BOTH_DEATH11
    BOTH_DEATH12
    BOTH_DEATH13
    BOTH_DEATH14
    BOTH_DEATH15
    BOTH_DEATH16
    BOTH_DEATH17
    BOTH_DEATH18
    BOTH_DEATH19
    BOTH_DEATH20                // via BG_PickAnim( ..., BOTH_DEATH1, BOTH_DEATH25 )
    BOTH_DEATH21                // via BG_PickAnim( ..., BOTH_DEATH1, BOTH_DEATH25 )
    BOTH_DEATH22                // via BG_PickAnim( ..., BOTH_DEATH1, BOTH_DEATH25 )
    BOTH_DEATH23                // via BG_PickAnim( ..., BOTH_DEATH1, BOTH_DEATH25 )
    BOTH_DEATH24                // via BG_PickAnim( ..., BOTH_DEATH1, BOTH_DEATH25 )
    BOTH_DEATH25                // via BG_PickAnim( ..., BOTH_DEATH1, BOTH_DEATH25 )
   
g_combat.c G_CheckSpecialDeathAnim(...)
    BOTH_DEATHBACKWARD1
    BOTH_DEATHBACKWARD2
    BOTH_DEATH_CROUCHED
    BOTH_DEATH_FALLING_DN
    BOTH_DEATH_FALLING_UP
    BOTH_DEATH_LYING_DN
    BOTH_DEATH_LYING_UP
    BOTH_DEATH_FLIP
    BOTH_DEATH_ROLL
    BOTH_DEATH_SPIN_180

g_items.c EWebPositionUser(...)            // IDK if this can occur in mp
    BOTH_STRAFE_LEFT1
    BOTH_STRAFE_RIGHT1

g_main.c G_RunFrame(...)
    BOTH_CONSOLE1                // this is only provoked in case ent->client->isHacking is true
                        // IDK if that's possible in mp (the flag may be set in Touch_Multi, so...)

g_trigger.c Touch_Multi(...)            // function called if a trigger_multi or trigger_once is used
                        // IDK if that can occur in mp
    BOTH_BUTTON_HOLD

g_utils.c TryHeal(...)                // "healing" an emplaced gun or somesuch (only in GT_SIEGE)
    BOTH_BUTTON_HOLD

g_utils.c TryUse(...)                // using an entity in the world
    BOTH_BUTTON_HOLD

g_vehicles.c Initialize(...)
    BOTH_VS_IDLE

g_vehicles.c UpdateRider(...)            // Riding a vehicle
    BOTH_JUMP1
    BOTH_ROLL_B
    BOTH_ROLL_F
    BOTH_ROLL_L
    BOTH_ROLL_R
    BOTH_VS_DISMOUNT_L
    BOTH_VS_DISMOUNT_R

AnimalNPC.c AnimateVehicle(...)            // This function affects the rider of the tauntaun as well
    BOTH_VT_IDLE
    BOTH_VT_MOUNT_B
    BOTH_VT_MOUNT_L
    BOTH_VT_MOUNT_R

AnimalNPC.c AnimateRiders(...)            // Riding a tauntaun
    BOTH_VT_IDLE
    BOTH_VT_ATL_G
    BOTH_VT_ATL_S
    BOTH_VT_ATR_TO_L_S
    BOTH_VT_ATR_G
    BOTH_VT_ATL_TO_R_S
    BOTH_VT_ATR_S
    BOTH_VT_ATF_G
    BOTH_VT_TURBO
    BOTH_VT_WALK_FWD
    BOTH_VT_RUN_FWD
    BOTH_VT_IDLE1
    BOTH_VT_IDLE_G
    BOTH_VT_IDLE_SL
    BOTH_VT_IDLE_SR

SpeederNPC.c AnimateRiders(...)            // Riding a speeder bike
    BOTH_VS_IDLE
    BOTH_VS_MOUNT_L
    BOTH_VS_MOUNT_R
    BOTH_VS_MOUNTJUMP_L
    BOTH_VS_MOUNTTHROW_R
    BOTH_VS_MOUNTTHROW_L


// some arrays of animations used here and there

bg_misc.c WeaponReadyAnim[...]
    BOTH_STAND1
    BOTH_STAND2
    TORSO_DROPWEAP1
    TORSO_WEAPONREADY1
    TORSO_WEAPONREADY2
    TORSO_WEAPONREADY3
    TORSO_WEAPONREADY10


bg_misc.c WeaponAttackAnim[...]
    BOTH_ATTACK1
    BOTH_ATTACK2
    BOTH_ATTACK3
    BOTH_STAND1
    BOTH_STAND2
    BOTH_THERMAL_THROW

bg_misc.c WeaponReadyLegsAnim[...]
    BOTH_STAND1
    BOTH_STAND2



Uhm, since you're using a rig based on the JA skeleton, you might possibly take advantage of the following package:
Raven Animation and Model Source Files (Part 1).

I once wrote a script to copy the animations from those xsi files to a second skeleton using MatchTransform. Alas, the second skeleton was only set up for FK; I suspect it wouldn't work too well with an IK rig.

minilogoguy18 September 9th, 2009 06:33 PM

Re: i can has revan model?
 
I'm sure he probably has those, we grabbed them right as they first were released. XSI also has 2 awesome functions called GATOR and MOTOR that allow attribute transfers which will help with transferring existing animations from 1 skeleton to another.

N-7 September 9th, 2009 11:20 PM

Re: i can has revan model?
 
Cool, gotta try those out. Have you ever used 'em to transfer Raven's anims? If so, which of these tools would be better suited for the task?

minilogoguy18 September 10th, 2009 06:06 AM

Re: i can has revan model?
 
I haven't tried to use them for that, haven't really messed with MOTOR before, that's the one that does animation transfer.

Almighty_who? September 10th, 2009 07:05 AM

Re: i can has revan model?
 
ok, awesome... we're getting somewhere!

now, questions:

could it be assumed that
Code:

LEGS_LEFTUP1
    LEGS_LEFTUP2
    LEGS_LEFTUP3
    LEGS_LEFTUP4   
    LEGS_LEFTUP5

are actually part of the same animation? what's the difference between them?

General Jaxun September 10th, 2009 08:26 AM

Re: i can has revan model?
 
I'm thinking that maybe it's a five frame animation, which actually does make sense.

-Samurai- September 10th, 2009 11:37 AM

Re: i can has revan model?
 
Looking at those 5 in ModView, it looks like thats whats used when the left leg is on a ledge and the right leg is hanging behind the ledge. Number one is a small ledge with the left leg slighly bent at the knee and the right leg barely hanging, and as the numbers progress, the left knee gets bent more, the right leg hangs lower, and the whole body gets a tad lower. It may not be for that, but I think you get the point. Looks like its using the blue saber stance.

The LEGS_RIGHTUP series are just opposite legs. The others with the numbers are the same things, just holding different weapons or nothing at all.

LEGS_S1 is with no weapon
LEGS_S3 is with a gun
LEGS_S4 looks like no weapon, or a relaxed saber stance, or possibly a thermal detonator or something
LEGS_S6 is dual saber stance
LEGS_S7 is a staff saber

N-7 September 10th, 2009 11:58 AM

Re: i can has revan model?
 
They're used while standing on slopes. Basically the LEGS_...UP1 anim is used for nearly flat slopes, LEGS_...UP5 for really steep ones, and those in between - you can figure. The difference is by how much one foot is offset against the other.

BTW, you can try them out quite well on the map yavin1b.

LEGS_Sx_L/RUPy anims correspond to the BOTH_STANDx animations, however BOTH_STAND3/4/5 don't seem to be used in MP (well, actually BOTH_STAND4 is used, but only for NPCs of class rancor or imperial, and the slope adjustment only seems to be done while using a saber). So you can in fact forget about all but BOTH_S1_L/RUPy and BOTH_LEFT/RIGHTUPy (the latter are used to adjust single saber stances and crouching).
Sorry that this totally slipped by me (one really needs to dig the source code to notice such subtleties). I hope you haven't done any of the useless anims, yet.


As for the breakdown of PM_SetSaberMove, I'll have to leave that for the weekend (came home late from work, sorry).

minilogoguy18 September 10th, 2009 04:26 PM

Re: i can has revan model?
 
Quote:

Originally Posted by General Jaxun (Post 5002818)
I'm thinking that maybe it's a five frame animation, which actually does make sense.

Nothing is frame by frame, that's why so many of you think animating is hard, those are sequences that contain any # of frames.

General Jaxun September 10th, 2009 05:52 PM

Re: i can has revan model?
 
No frame by frame? Oh, that's pretty cool..!

AsianLucas September 15th, 2009 09:25 AM

Re: i can has revan model?
 
Dude, you're freaken gifted - that model is amazing, i really hope that gets released!

Zach September 15th, 2009 10:34 AM

Re: i can has revan model?
 
Quote:

Originally Posted by AsianLucas (Post 5007420)
Dude, you're freaken gifted - that model is amazing, i really hope that gets released!

He's also a professional.

Revo1 September 16th, 2009 12:44 PM

Re: i can has revan model?
 
I just want to tell you this model is so amazing, you have amazing modeling talents and im still wondering why you asked someone to skin it in the first place cause i can see that your skinning skills are remarkable.

Devoted September 22nd, 2009 08:01 AM

Re: i can has revan model?
 
I read this topic and understood that u want to make your own animations.
But i have a question:
Can you make an another version that will use standart JA animations?

Inyri Forge September 22nd, 2009 10:50 AM

Re: i can has revan model?
 
Quote:

Originally Posted by Revo1 (Post 5008519)
I just want to tell you this model is so amazing, you have amazing modeling talents and im still wondering why you asked someone to skin it in the first place cause i can see that your skinning skills are remarkable.

He enjoys pushing people (in a good way). For instance if he had not asked people to skin his Malak model, which he is fully capable of doing himself, I would not have realized I almost have talent as a texture artist. Almost...

Revo1 September 22nd, 2009 12:41 PM

Re: i can has revan model?
 
Yea talking about the malak model i saw the thread but i mean is the model done. Ingame and all , is he still on it or stopped.
Cause if he stopped i would ask permissio to continue the weighing oart of it.

Inyri Forge September 22nd, 2009 01:30 PM

Re: i can has revan model?
 
I am going to get it taken care of as soon as I get his OK.

Revo1 September 23rd, 2009 01:28 PM

Re: i can has revan model?
 
Nice!, cause its a really good model and skin, not finishing this would be a shame

Algeron5 December 14th, 2009 04:00 PM

Re: i can has revan model?
 
So.... about this Revan model. Its the most gorgeous model I've ever seen, and I was wondering.... will it be released?

katanamaru December 14th, 2009 04:12 PM

Re: i can has revan model?
 
Whenever someone ask Gir 'when will it be released' he always delays it by a week. So keep that in mind for the future. No problem right now if you didn't know that.

Secondly, Gir comes and goes. If he shows back up he may have something done, or he may not. At this point it is best to wait for him to come back.

Algeron5 December 14th, 2009 04:21 PM

Re: i can has revan model?
 
Oh. Ok. I did not realize that. My apologies.

PANIC98 December 14th, 2009 05:12 PM

Re: i can has revan model?
 
Its okay but don't be surprised if this isn't finished.You always risk that possibility.


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