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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Using Animations of other Infantry for new Models

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

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Old 02-16-2004, 10:49 AM   #1 (permalink)
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Default Using Animations of other Infantry for new Models

I want to use the animations of the USA Ranger for the Rebel Fleet Trooper (in Star Wars mod, Imperial Assault). How do I go about doing this? How can I view the bones of an existing model in gmax? I have a w3d importer. Then how is the animations of the ranger applied to the new model?

Thanks.
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Old 02-16-2004, 12:35 PM   #2 (permalink)
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There's an inf tut floating around here somewhere if you want detail but the easiest way I've found is to load the .SKL & .SKN of the old model & modify the existing skin or make the new one fit over the old.

1. Import the .SKN using the .SKL

2. Throw in a Ren Skin. You'll find it on the tool bar on the right

3. Click on the Modify tab & add all the bones you need which should be all but paraman & the between the feet bones (select to get name)

4. Make sure new model is close to same size & position as the old. You may have to resize the man & move the gun to face a certain way

5. Click bind to spacewrap (next to Ren skin on tool bar) Select the ren skin & drag to the model

6. Select all the verticies on the man & hit Auto-Link. Then do the same to the gun but hit link by name & choose Bonegun

7. Now just export using the old .SKL & you should be set
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Old 02-16-2004, 12:47 PM   #3 (permalink)
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Hey trex238, thanks for your help.

*.SKN? *.SKL? What are these files?
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Old 02-16-2004, 01:23 PM   #4 (permalink)
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Oh-- i got it. They aren't filetypes, they are animations for infantry units.
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Old 02-16-2004, 01:47 PM   #5 (permalink)
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Actually they're the model and the bones. .SKN is all the seen parts: the man, gun, muzzle flash. .SKL is the skeleton or set of bones used to animate the model. Don't under any circumstances mess with it. Otherwise the game may not realize that it is the ranger .SKL. The exception would be if you are doing animations. The .SKN is a free for all. As long as it has a bone to attact to then it works.
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Old 02-16-2004, 07:32 PM   #6 (permalink)
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I did some tests with auto link and the ranger and burton.

At first glance the ranger seemed fine, I was really surprised.However upon closer inspection (by setting the min camera height in GameData) I noticed that a bunch of the shoulder vertices were bound to the head..If you play on low detail and never zoom in, then I guess you would never notice with the ranger.

Errors in Burtons arm and shoulder were easily noticeable in default view modes while he was firing.
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Old 02-16-2004, 08:02 PM   #7 (permalink)
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Well, I'll just use auto link and then re-link the shoulders. Faster
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Old 02-16-2004, 08:14 PM   #8 (permalink)
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For the ranger yeah I guess But you will more than likely get some ugly inconsistencies with more complex skeletons.
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Old 02-19-2004, 05:16 PM   #9 (permalink)
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i have compiled a nice map that lets you test an infantry animation of your choice, and it seems to run fine. this is very useful for deciding which animation to take from generals and put into your models.

anybody want it? (cant post it)
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Old 02-19-2004, 05:38 PM   #10 (permalink)
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Hi Pyrosity,

since I mess around with infantry a lot over here I would be interested in your map, if you agree to sent it to me just post here. I'll contact you via PM then okay?

cya HEXman
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