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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 10-11-2004, 10:23 AM   #1 (permalink)
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Default Infantry Animation Problemos.

So I've got these animations for my infantry dude and i've tried to put em in but they dont display properly, the guys parts just fly all over the place.. anyone know why?
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Old 10-11-2004, 03:32 PM   #2 (permalink)
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How exactly do you create a custom skeleton that works?
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Old 10-11-2004, 05:25 PM   #3 (permalink)
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Quote:
Originally Posted by Boomerang_Python
How exactly do you create a custom skeleton that works?
Well, you make your bones(any kind of object) and link them how you want.Then you select all the bones, and turn "export transform" on and "export geometry" off in the w3d export options.Finally, export as a "skeleton" file.

If you expect any help on the rest of your problems, you might want to actually take a little time to describe your problem better and what you did.You have not told us ANYTHING you did.Its like saying "my car wont start, someone tell me whats wrong with it".For all we know you might have wrapped it around a tree! =P
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Old 10-12-2004, 07:31 AM   #4 (permalink)
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Hehehe, I'll keep that in mind, however I'll try this out and hope it'll work out.
Oh and sorry for the double post.


Can't seem to find the "export transform" on and "export geometry" anywhere...
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Old 10-12-2004, 08:20 AM   #5 (permalink)
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If you look at this piece of code:

Code:
 DefaultConditionState
      Model             = missilemarine
      IdleAnimation     = NITHNT_SKL.NITHNT_STA 0 30
Model:
Does this model need to be exported in a special way?

IdleAnimation:
The first one is the skeleton file right? and the second one is the animation? What does '0 30' mean, is that the frames?
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Old 10-12-2004, 04:36 PM   #6 (permalink)
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start frame 0 end frame 30 I guess.

The w3d export options are under the "Utilities" tab(the hammer up the top right of the right hand control panel)

with NITHNT_SKL.NITHNT_STA, yes the _SKL is the skeleton file, while _STA is the aniamtion file.THe model NITHNT_SKN, is exported with the skeleton NITHNT_SKL.THe vertices must be bound to the skeleton via a WWSkin object.
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