View Full Version : Custom enter/exit animations?
Kiwibird
February 20th, 2008, 12:47 AM
Another question, I'm on a roll! Anyway, I'm making a very large vehicle that will replace the Banshee and it just dawned on me, Master Chief is going to need to climb up the side of the hull to get to the cockpit. I figure I will have to make my own custom enter/exit animations of Master Chief actually climbing up the side, and jumping out. This, I have NO idea where to even begin. I have animations of the cockpit hatch opening/closing but it just wouldn't look right if I used the Banshee's enter/exit animation, and I also don't want him lying down in the cockpit like the Banshee. He needs to sit in it like the Warthog.
I noticed in Guerrilla that cyborg.model_animations has a list of all the seats he uses as well as the enter/exit animations for each seat under a sub category. I'm guessing I will have to animate Master Chief's body climbing the side of the ship and then just delete the ship before I export the animation. I could also be completely wrong.
Any help please?
chicane
February 20th, 2008, 12:48 AM
Your quite correct. since I've never done it before, all I can really do is advise you to use IK. it helps a LOT
Kiwibird
February 20th, 2008, 01:41 AM
Alright I watched a tutorial and that helped a bit, however when I animate him climbing the side do I move the biped or just move his arms and legs and the engine takes over by moving him to the right place according to the markers on my vehicle? The tutorial I watched only showed how to replace the airborne animation and not enter/exit animations, so I don't exactly know the rule of thumb for those. Thanks for your post by the way.
Scooby Doo
February 20th, 2008, 02:48 PM
to start, use the tank animations just to see what it looks like. i have no idea about the rest...
~Scoob
Matooba
May 4th, 2008, 07:04 PM
Alright I watched a tutorial and that helped a bit, however when I animate him climbing the side do I move the biped or just move his arms and legs and the engine takes over by moving him to the right place according to the markers on my vehicle? The tutorial I watched only showed how to replace the airborne animation and not enter/exit animations, so I don't exactly know the rule of thumb for those. Thanks for your post by the way.
Which tutorial would you be refering to that you found?
Kalub
May 5th, 2008, 05:06 AM
I would go about it like this:
Rip all the animations
Import the one you will be changing into max
merge your object as a reference
edit that animation you imported
delete your ref obj
export with the same name and extension (jma, jmo, jmm)
recompile
Kornman00
May 5th, 2008, 06:01 AM
I would go about it like this:
:words:
or just used the animation tool i made a long long time ago, on a forum far far away...
Matooba
May 5th, 2008, 12:15 PM
or just used the animation tool i made a long long time ago, on a forum far far away (Is That From Shrek? "That'll do donkey")...
Link to animation tool Kornman?
Also i will try the complete redoing of the animations too.
I'm guessing i need to open said biped animation tag with script, then export all animations to data, then redo the individual animations i need, then compile a complete animation tag.
A huge amount of the tutorials on "TheGhosts" tut page are nothing but dead links btw, it needs cleaning up.
Patrickssj6
May 5th, 2008, 12:23 PM
http://hce.halomaps.org/index.cfm?fid=577
It's crap :3
Just kidding <3
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