Adding a custom animation?
OK, so say I want to make a custom riding position for a vehicle that MC is going to sit on. How would I go about making that, like how many keyframes would it be, and how many animations do I need to make? I'm trying to make MC sit on his Mongoose and grab the handlebars correctly. Also, how would I go about exporting a biped animation? Blitzkrieg doesn't work for those, since they don't have a frame, and linking them to Bip01 doesn't work.
Re: Adding a custom animation?
Quote:
Originally Posted by person
OK, so say I want to make a custom riding position for a vehicle that MC is going to sit on. How would I go about making that, like how many keyframes would it be, and how many animations do I need to make? I'm trying to make MC sit on his Mongoose and grab the handlebars correctly. Look around in TheGhost's tutorial resource, I know I found something there. Also, how would I go about exporting a biped animation? Blitzkrieg doesn't work for those, since they don't have a frame, and linking them to Bip01 doesn't work. Blitzkrieg can export .jma .jmo .jmm .jmt .jmr. *those are animation files*
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Re: Adding a custom animation?
Blitzkrieg can export biped systems (both model and animation).
Re: Adding a custom animation?
Funny thing is, when I try to export, I get the "There is no geometry to export" error I normally get when I try to export something without a frame. If I get rid of everything except the bone structure and try to export the animation, I get a "There are no actors to export" error. I don't know why it does that.
I looked at TheGhost's tutorial resource, and I don't think I saw anything, but I'll look again.
Re: Adding a custom animation?
if you used theghosts gbxmodel importer to import the bones you'll need to change all the names of the bones from bip01 to frame, like instead of "bip01 pelvis", it would be "frame pelvis". Be sure to link your model geometry to the pelvis bone too, though that shouldn't matter for animations iirc.
Re: Adding a custom animation?
Ah, thanks. That worked.
What animations do I need to do for something such as MC in a vehicle? Right now I just have him sitting in it.
Re: Adding a custom animation?
* enter.JMM
* exit.JMM
* unarmed idle.JMA
* represents your seat label name.
Re: Adding a custom animation?
Re: Adding a custom animation?
Okay, Jay has agreed for me to do those three animations for the mongoose.... Welll........... I have done the enter animation using a rigged mc. There is no #right hand or #left hand or #left foot etc on the biped. Do I have to add those in? Also, do I have to have the Bip01/Frame01 in the animation? Or not?
Re: Adding a custom animation?
1. Markers aren't even recorded in animation data.
2. Yes.
Re: Adding a custom animation?
Is it called Frame01 or Frame?
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.
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?
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?