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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 06-21-2004, 07:23 PM   #1 (permalink)
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Default Infantry animation problem

I made....er changed the UN model a bit and changed his skin, saved it in Gmax and exported it as mesh (i think this i right, or maby not :/ ). Here is the part of the code, i only changed the first model name.
Code:
DefaultConditionState
      Model             = GI_Gnnr
      IdleAnimation     = CIUNSL_SKL.CIUNSL_STA 0 21
      IdleAnimation     = CIUNSL_SKL.CIUNSL_ID1
      IdleAnimation     = CIUNSL_SKL.CIUNSL_ID2
      AnimationMode     = ONCE
      WeaponFireFXBone  = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
      TransitionKey     = TRANS_Stand
    End

    ConditionState      = FIRING_A 
      Animation         = CIUNSL_SKL.CIUNSL_ATA1_LP
      AnimationMode     = LOOP
      TransitionKey     = TRANS_FiringA
    End
    AliasConditionState = BETWEEN_FIRING_SHOTS_A
    AliasConditionState = RELOADING_A

    TransitionState     = TRANS_Stand TRANS_FiringA
      Animation         = CIUNSL_SKL.CIUNSL_ATA1_ST
      AnimationMode     = ONCE
      AnimationSpeedFactorRange = 4 4
    End

    TransitionState     = TRANS_FiringA TRANS_Stand
      Animation         = CIUNSL_SKL.CIUNSL_ATA1_ED
      AnimationMode     = ONCE
      AnimationSpeedFactorRange = 4 4
    End

    ; these aliases handle the attack-move case.
    AliasConditionState = MOVING FIRING_A
    AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = MOVING RELOADING_A

    ConditionState      = FREEFALL
      Animation         = CIUNSL_SKL.CIUNSL_PFL
      AnimationMode     = LOOP
      TransitionKey     = TRANS_Falling
    End

    ConditionState      = PARACHUTING
      Animation         = CIUNSL_SKL.CIUNSL_PHG
      AnimationMode     = LOOP
      TransitionKey     = TRANS_Chute
    End
    AliasConditionState = PARACHUTING DYING

    ConditionState      = MOVING
      Animation         = CIUNSL_SKL.CIUNSL_RNA 
      AnimationMode     = LOOP
      Flags             = RANDOMSTART
      TransitionKey     = None
    End

    ConditionState      = DYING
      Animation         = CIUNSL_SKL.CIUNSL_DTA
      Animation         = CIUNSL_SKL.CIUNSL_DTB
      AnimationMode     = ONCE
      TransitionKey     = TRANS_Dying
    End

    TransitionState     = TRANS_Dying TRANS_Flailing
      Animation         = CIUNSL_SKL.CIUNSL_ADTA1
      AnimationMode     = ONCE
    End

    ConditionState      = DYING EXPLODED_FLAILING
      Animation         = CIUNSL_SKL.CIUNSL_ADTA2
      AnimationMode     = LOOP
      TransitionKey     = TRANS_Flailing
    End

    ConditionState      = DYING EXPLODED_BOUNCING
      Animation         = CIUNSL_SKL.CIUNSL_ADTA3
      AnimationMode     = ONCE
      TransitionKey     = None
    End
    AliasConditionState = DYING SPLATTED

    TransitionState     = TRANS_Falling TRANS_Chute
      Animation         = CIUNSL_SKL.CIUNSL_POP
      AnimationMode     = ONCE
    End

    TransitionState     = TRANS_Chute TRANS_Stand
      Animation         = CIUNSL_SKL.CIUNSL_PTD
      AnimationMode     = ONCE
    End

  End
it seems a bit strange to me, but it's my first atempt to add my own infantry. When i try this ingame the model just stands there like he was nailed to a cross :cry: . What am i doing wrong? Could someone please show me the right way.
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Old 06-21-2004, 09:08 PM   #2 (permalink)
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Default

You have to export using an existing skeleton. Read the tutorial on this site for adding infantry using exisiting animations.
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Old 06-21-2004, 10:14 PM   #3 (permalink)
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and you need to eport the animation as a seperate file, Pure animation.
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Old 06-21-2004, 10:20 PM   #4 (permalink)
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You must have not added a wwskin for your infantry skin, right?
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Old 06-22-2004, 06:32 PM   #5 (permalink)
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got the tut and am slowly learning the process.
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Old 06-23-2004, 02:12 AM   #6 (permalink)
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does anyone know of a good infantry animation tut? cos all the tutes i find are just using the game animations.

i really want to make new infantry animations but dont have a clue how to. any help would be appreciated. thanks
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Old 06-23-2004, 02:27 AM   #7 (permalink)
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The web contains a plethora of information on character animation.Other than that, there are many good books that you could buy, and of course the learning materials that ship with whichever animation program you are using.
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Old 06-23-2004, 04:02 AM   #8 (permalink)
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I wrote one, but in Chinese. perhaps I will translate it to English later.
http://www.eatdiy.com/bbs/showthread...threadid=25930
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Old 06-23-2004, 11:14 AM   #9 (permalink)
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erm...

what good is a tut if i can read it?
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Old 06-23-2004, 12:50 PM   #10 (permalink)
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yeah, coolfile we would be gratefull if you translated that tut into english.
it would help many n00bs.
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