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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 08-30-2004, 10:50 AM   #1 (permalink)
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Default Ingame infantry! Need help with animations

Hey,

The last week we've been very busy on creating the Heavy machine gunners. However it was not really going planned. As you see our coder NVShacker deals with very difficult coding.

We now have difficulties with animating, we need to resize an infantry without messing up the animation.

Does somebody knows how to do it?

Kind regards,

Uruk-Hai

[imgl:32c9b49bb5]http://ww1.game-mod.net/vickersingame.jpg[/imgl:32c9b49bb5]
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Old 08-30-2004, 11:39 AM   #2 (permalink)
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Have you tried the Scale tag? (Add 'scale = x.xx' (where 1.00 is normal size, 0.50 is 50% etc. ) to the bottom of the object entry) I'm not sure if that leaves animations working though... Worth a try anyway
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Old 08-31-2004, 06:09 PM   #3 (permalink)
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I don't see any reason why you can't just resize in Renx. Skinning is not a problem, can't see why animations would be, they just deal with objects.
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Old 08-31-2004, 06:34 PM   #4 (permalink)
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No, i think animations are affected by resizing in RenX. Something like the model shrinks, but the animations remain the same, so all the parts move too far, pivot around the wrong places etc.
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Old 09-01-2004, 07:04 AM   #5 (permalink)
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Yes, what DJrowley said. The infantrys skeleton will not resize. The vertices of the mesh will go to the original coordinates in the animation and will not be affected by the resize where as the model will of course. Creates very weird results.
Anyways, as said earlier you best bet is to go with the Scale tag in ini code. It works with animations, but I think there is some graphical bugs with it. I'm not too sure. Try it and see what happens. Unless there is some 3dsmax wiz out there that can resize the anim.
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