Animation names [message #303980] |
Tue, 18 December 2007 10:48 |
Dealman
Messages: 104 Registered: October 2007 Location: Sweden
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Hello, I need to know the names of the animations that my new infantry units will be using. Most units will use their own skeleton, but I don't know what names the animations should have. If someone got a list or something useful please reply here I really need this help for my mod.
Sincerly,
Dealman, Leader and Founder of C&C Total Annihilation.
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Re: Animation names [message #303996 is a reply to message #303995] |
Tue, 18 December 2007 11:13 |
Dealman
Messages: 104 Registered: October 2007 Location: Sweden
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Jerad Gray wrote on Tue, 18 December 2007 19:12 | You can make your own skeletons, animations, and anything else. The only difference with human animations is that when you name those, they of course have to be unique, but you can only change one letter. (the middle letter IE: s_J_human).
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Yes, I knew that. But I asked for if animations needed special names or something. Like maybe s_J_human_run or something.
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Re: Animation names [message #304000 is a reply to message #303998] |
Tue, 18 December 2007 11:24 |
Dealman
Messages: 104 Registered: October 2007 Location: Sweden
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Jerad Gray wrote on Tue, 18 December 2007 19:20 | Nope, keep in mind that the animations are exported using the skeleton, so thats how the game connects them.
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Oh ok thanks. So I for instance make like this:
Take my robot, export it as skeleton (W3D) and name it s_A_Human. Then I make for instance the running animation and select to use "s_A_Human" as skeleton and export it under the name like "Robot1_Run" as W3D?
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Re: Animation names [message #304737 is a reply to message #304481] |
Fri, 21 December 2007 11:05 |
Dealman
Messages: 104 Registered: October 2007 Location: Sweden
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So I take my model fix names of all body parts. Then I export it under the name s_a_human. Then I open the model back up, make a running animation then save it and in export settings I select to use s_a_human as the skeleton.
But what name should the file I'm exporting now be called? s_a_human_run? Or something like that?
Thanks for your help.
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Re: Animation names [message #307514 is a reply to message #303980] |
Thu, 03 January 2008 02:28 |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
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General (1 Star) |
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Go Total Annihilation!
So why did Westwood restrict the names like that?
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
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Re: Animation names [message #307738 is a reply to message #307522] |
Thu, 03 January 2008 21:35 |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
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General (1 Star) |
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Dealman wrote on Fri, 04 January 2008 02:15 |
danpaul88 wrote on Thu, 03 January 2008 10:52 | If they didn't how would the engine know what animation to look for? It can't just randomly pick a name out of thin air, hence the names have to have a pre-determined format so the engine knows what it's looking for.
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If you need something explained, either 3D, scripting or something else this is the one to ask He got answers for everything!
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Ctrl+3
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
[Updated on: Thu, 03 January 2008 21:35] Report message to a moderator
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