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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 06-23-2004, 05:18 PM   #11 (permalink)
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What exactly cant you do? Are you wanting to use your own skeletons, or just animations? There is not exactly much that needs to go in a tutorial.

1) Make model
2) Make skeleton, export skeleton
3) Export model with new skeleton
4) Make animation and export the animations with the new skeleton.

^not exactly hard to do.If you are using gmax and are asking for a tutorial on how to animate, then it shows to me that you have not been prepared to read the learning material that you can downlaod with gmax!

If all you want to know is the process to make it work in game, well the 4 steps outlined above are it.
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Old 06-24-2004, 11:22 AM   #12 (permalink)
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it's the step 4) that i want to know how to do.
do i import an existing skeleton to make an animation with it? and if so how?
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Old 06-24-2004, 06:09 PM   #13 (permalink)
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Have you ever edited an infantry unit? I ask because, even to make the smallest change, you need to go through the whole process of importing the skeleton and binding the unit to it etc.My tute covers all this process.It will not, however, teach you how to animate.That is far too large a scope to be encompassed.

I suggest you familiarise yourself with the process before attempting your own animations.

Wheter you want to import a skeleton or make your own is up to you.You said you dont want to use existing animations.If you plan to make all your own and use none of the ones that come with gen, then make your own skeleton.
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