how do you re-use a infantry animation so that you dont replace an existing infantry and animation?
open the model in modelling progman,delete mesh but leave the skeleton(joints,skeleton,bones what ya call it),then merge the model ya wanna put anims on with skeleton(by assigning Parts to the skeleton).
thought so , thanks, also do I have to have the new model or _SKN the same name as that will make me loose the original model or can I have a different name also what about the _SKL does that need to be messed with at all or do I do a bind or something with the bones from the SKL to the model in the SKN?
oh and nice Advance Wars cameo, what is that a Heavy Tank ?
thought so , thanks, also do I have to have the new model or _SKN the same name as that will make me loose the original model or can I have a different name also what about the _SKL does that need to be messed with at all or do I do a bind or something with the bones from the SKL to the model in the SKN?
oh and nice Advance Wars cameo, what is that a Heavy Tank ?
In some instances, you don't even have to do that. You can just use the animations and skeleton and change the model in the ini's. Only unit I've ever found that to work completely with is the CIPOW (using the animations of the GLA Worker).
it doesnt work than if it looks odd......also I tried it anyway and my new infantry looks just like the gmax model and doesnt animate (as in has the crusified look)
ConditionState = DYING EXPLODED_BOUNCING
Animation = UIWRKR_SKL.UIWRKR_ADTE3
AnimationMode = ONCE
TransitionKey = None
End
...
I tried it again with the CIUNSL and the rapelling animations, but unfortunately, that came out looking like the reason why siblings shouldn't marry. So, I dunno. Maybe it only works with certain animations and models.