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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 06-27-2003, 11:52 AM   #1 (permalink)
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Default Re-using infantry animations

how do you re-use a infantry animation so that you dont replace an existing infantry and animation?
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Old 06-27-2003, 12:25 PM   #2 (permalink)
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Default Re: Re-using infantry animations

Quote:
Originally Posted by LtZack
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).
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Old 06-27-2003, 02:52 PM   #3 (permalink)
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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 ?
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Old 06-27-2003, 02:57 PM   #4 (permalink)
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I think it's a composite of an APC and an AA gun.
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Old 06-27-2003, 02:58 PM   #5 (permalink)
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Quote:
Originally Posted by LtZack
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 ?
someone posted after my edit.....damn
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Old 06-27-2003, 03:15 PM   #6 (permalink)
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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).
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Old 06-27-2003, 03:18 PM   #7 (permalink)
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that wont work as the model will just be there and not animate at all
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Old 06-27-2003, 03:54 PM   #8 (permalink)
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It does work. It just looks very odd sometimes.
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Old 06-27-2003, 04:09 PM   #9 (permalink)
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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)
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Old 06-27-2003, 04:15 PM   #10 (permalink)
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Yeah. The iron cross has happened to me before. This however, works without error:

;------------------------------------------------------------------------------
Object Prisoner

SelectPortrait = SUWorker_L
ButtonImage = SUWorker

Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes

DefaultConditionState
Model = CIPOW_SKN
IdleAnimation = CIPOW_SKL.CIPOW_STA
IdleAnimation = CIPOW_SKL.CIPOW_IDA
IdleAnimation = CIPOW_SKL.CIPOW_IDB
AnimationMode = ONCE
TransitionKey = TRANS_Stand
End

ConditionState = MOVING
Animation = CIPOW_SKL.CIPOW_RNA
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = TRANS_Moving
ParticleSysBone = None InfantryDustTrails
End
AliasConditionState = ACTIVELY_CONSTRUCTING MOVING
...

ConditionState = DYING
Animation = UIWRKR_SKL.UIWRKR_DTA
AnimationMode = ONCE
TransitionKey = TRANS_Dying
End
AliasConditionState = DYING CARRYING

TransitionState = TRANS_Dying TRANS_Flailing
Animation = UIWRKR_SKL.UIWRKR_ADTE1
AnimationMode = ONCE
End

ConditionState = DYING EXPLODED_FLAILING
Animation = UIWRKR_SKL.UIWRKR_ADTE2
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
End

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.
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