View Full Version : Biped Walking Animations
Siliconmaster
October 7th, 2008, 11:58 AM
All right, here's an interesting question. I'm attempting to modify the unarmed biped animations for filming purposes so that when the player runs forward, the biped instead walks using the calm, unarmed animation. My guess is that it would be switching a setting in the characters\cyborg\cyborg.model_animations tag, but I've messed with it and it doesn't seem to do much. Any suggestions?
teh lag
October 7th, 2008, 02:32 PM
All right, here's an interesting question. I'm attempting to modify the unarmed biped animations for filming purposes so that when the player runs forward, the biped instead walks using the calm, unarmed animation. My guess is that it would be switching a setting in the characters\cyborg\cyborg.model_animations tag, but I've messed with it and it doesn't seem to do much. Any suggestions?
Change the move-front animation reference under stand > unarmed to "alert unarmed move-front".
Siliconmaster
October 7th, 2008, 02:44 PM
Thanks. It worked almost perfectly, though they are still moving forward at the same running speed, so it looks like they're sliding on ice. :P My next question would be, is there a way to slow down the actual biped movement?
teh lag
October 7th, 2008, 02:56 PM
http://img384.imageshack.us/img384/6599/globalsni0.jpg (http://imageshack.us)
http://img384.imageshack.us/img384/globalsni0.jpg/1/w668.png (http://g.imageshack.us/img384/globalsni0.jpg/1/)
Alternatively, if you're not into changing the player's move speed, you can rename the "alert" block (thing at the top) to "crouch", and make "crouch" "crouch1" or something in the animation tag.
Siliconmaster
October 7th, 2008, 03:17 PM
I think I'm good with the first concept- I have it working ingame. However, I'm not sure I understand the second idea you mentioned, with the "crouch" renaming. It might be good to know multiple ways of achieving the correct speed. Any chance you could explain a little more? Thanks!
teh lag
October 7th, 2008, 03:30 PM
http://img235.imageshack.us/img235/3084/animug7.jpg (http://imageshack.us)
http://img235.imageshack.us/img235/animug7.jpg/1/w677.png (http://g.imageshack.us/img235/animug7.jpg/1/)
Rename the original "crouch" block to something else and rename the "alert" block to crouch. This will swap the two states and make pressing the crouch button switch to the alert anims instead of the crouch ones.
Siliconmaster
October 7th, 2008, 03:52 PM
Oh. Well, that's nifty, isn't it. Thanks a bunch!
007useless
October 31st, 2008, 08:02 PM
HELP. I'm a little confused
007useless
November 1st, 2008, 09:24 AM
I still need help
teh lag
November 1st, 2008, 09:29 AM
Be more specific. Just asking for help tells us nothing. What part do you need help with?
007useless
November 1st, 2008, 04:46 PM
Change the move-front animation reference under stand > unarmed to "alert unarmed move-front".
I cant find this part in guerilla
teh lag
November 1st, 2008, 04:55 PM
I cant find this part in guerilla
I don't know why you'd want to use that, given that in the thread a more easy and reliable method was found. Just do the block renaming.
007useless
November 1st, 2008, 07:00 PM
I tried that to but it didn't work either. I must of did something wrong
teh lag
November 1st, 2008, 07:06 PM
Unless you can be more specific, it's going to be hard to help you. Siliconmaster had no problems with the renaming method, so it obviously works. Maybe you should become more familiar with the HEK before trying something like this if it's giving you all this trouble?
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