Page 2 of 2 FirstFirst 1 2
Results 11 to 14 of 14

Thread: Adding a custom animation?

  1. #11
    Taiko Drums = Win
    Join Date
    Sep 2006
    Location
    Longbranch, WA
    Posts
    2,692

    Re: Adding a custom animation?

    Is it called Frame01 or Frame?
    Reply With Quote

  2. #12

    Re: Adding a custom animation?

    you do not need to add the bip01 bone, a biped system creates it for you, theghosts importer doesn't need one, just change all bone names to 'frame _____' (the blank space is the bones name) then export.
    Last edited by Choking Victim; July 26th, 2007 at 09:48 PM.
    Reply With Quote

  3. #13
    Taiko Drums = Win
    Join Date
    Sep 2006
    Location
    Longbranch, WA
    Posts
    2,692

    Re: Adding a custom animation?

    Okay, on a completely unrelated note, I am exporting SMG animations FP (the reload specifically) and I get export module failure when I hit export.... Any ideas?
    Reply With Quote

  4. #14
    The Cake is a Lie. Jay2645's Avatar
    Join Date
    May 2007
    Posts
    1,661

    Re: Adding a custom animation?

    I tried to do it myself, and I exported the animations successfully as frame01, ect., but when I try to compile my map with them, the map says that the model and animations are different, so it won't animate. Any fixes?
    Reply With Quote

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •