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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 03-07-2003, 12:34 PM   #1 (permalink)
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Default Bones

hiya

I made a new model, competeley animated using Bones. Only getting the animation to work ingame seems to be a problem ... The model is an AT-AT from Starwars, so its a huge 4 legged walking machine.

As for what ive seen, all the models in Generals use a seperate file to store the skeleton ... But i cant get that to work quite well ... (at one of my attempts, Generals even crashed)

So through what steps do i have to go to get my AT-AT walking?

Thanks in advance!
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Old 03-07-2003, 12:45 PM   #2 (permalink)
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hmmmm i have the question 'cept its for a mech im making
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Old 03-07-2003, 01:04 PM   #3 (permalink)
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This is where finishing my tutorial series would have been helpful :\

Oh well, maybe if you can describe how far you've gotten I can fill in the holes? I'd rather not start this explaination formt eh begining since it's pretty complicated (as I'm sure you've discovered ).

Lots of little things, but once you do ti once it becomes super simple =)
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Old 03-07-2003, 01:11 PM   #4 (permalink)
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well, i got the entire model done ... got bones meshes etc ... just converting it to w3d and making its animation work is the problem
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Old 03-07-2003, 01:21 PM   #5 (permalink)
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http://www.cncuniverse.com/dscript/f...Titan4.zip&s=1

Download and skim that for the parts regarding exporting the skeleton and mesh files.

I haven't done teh aniamtion tutorial yet though so....

What you'll need for basic AT-AT aniamtions would be a "standing" aniamtion (you can make idling stuff too, but that's not what the standing aniamtion is). And export it as "pure animation"

Then you'll also need the walk cycle animation AND the transition animation from standing to walking (ie the first two steps in order to get into the start frame of teh walk cycle)

Each of those will need to be exported seperately as "pure animation"

In order to load the model's walking animation...

ConditionState = Moving
Model = ATAT
Animation = ATAT_SKL.ATAT_WALK
AnimationMode = ONCE
plus whatever else you need for the unit

The Model line refer to the mesh file, the Aniamtion line refers first to the SKELETON file, then the animation file. The transition is added to the STANDING condition state, then you have to add the transition state in the ini. Just check the infantry entries and you'll see what I mean.
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Old 03-07-2003, 02:43 PM   #6 (permalink)
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i cant get it quite working ... can i talk to you thru a messenger please?

if i just can get the hang of this ...
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Old 03-08-2003, 10:55 AM   #7 (permalink)
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ingame

gmax


the result ... thanks Proclone
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Old 03-08-2003, 11:09 AM   #8 (permalink)
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wow very nice and very big lol
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Old 03-08-2003, 12:10 PM   #9 (permalink)
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It walks kind of fast, and it seems to walk like a T-Rex bobbing its head...

I remember in Empire Strikes Back, it didn't bob its head so much, coz its machine.

Anyways nice notheless
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Old 03-08-2003, 12:14 PM   #10 (permalink)
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ofcourse anyone can udnerstand that it doesnt walk that fast ingame, and its head seems to move a lot less when walking slower
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