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Animation names [message #303980] Tue, 18 December 2007 10:48 Go to next message
Dealman is currently offline  Dealman
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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.
Re: Animation names [message #303981 is a reply to message #303980] Tue, 18 December 2007 10:49 Go to previous messageGo to next message
cnc95fan is currently offline  cnc95fan
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Huh? You can export them using your own names, if that's what you mean.
Re: Animation names [message #303982 is a reply to message #303981] Tue, 18 December 2007 10:51 Go to previous messageGo to next message
Dealman is currently offline  Dealman
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Doesn't the animations need specific names so Renegade knows when to play wich animation?

[Updated on: Tue, 18 December 2007 10:51]

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Re: Animation names [message #303983 is a reply to message #303980] Tue, 18 December 2007 10:53 Go to previous messageGo to next message
cnc95fan is currently offline  cnc95fan
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I don't think you animate infantry, just rig them... Then export, and it should work perfectly.
Re: Animation names [message #303985 is a reply to message #303983] Tue, 18 December 2007 10:55 Go to previous messageGo to next message
Dealman is currently offline  Dealman
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Razz, This 'infantry' is an "K-Bot" wich is kind of an Robot, look my mod on mods.moddb for details. Also Danpaul88 told me if I don't do animations for them, like the jump animation it will end up like an hump of scrap.
Re: Animation names [message #303995 is a reply to message #303985] Tue, 18 December 2007 11:12 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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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).

Re: Animation names [message #303996 is a reply to message #303995] Tue, 18 December 2007 11:13 Go to previous messageGo to next message
Dealman is currently offline  Dealman
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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).


Yes, I knew that. But I asked for if animations needed special names or something. Like maybe s_J_human_run or something.
Re: Animation names [message #303998 is a reply to message #303996] Tue, 18 December 2007 11:20 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Nope, keep in mind that the animations are exported using the skeleton, so thats how the game connects them.

Re: Animation names [message #304000 is a reply to message #303998] Tue, 18 December 2007 11:24 Go to previous messageGo to next message
Dealman is currently offline  Dealman
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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.


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?
Re: Animation names [message #304481 is a reply to message #304000] Thu, 20 December 2007 11:32 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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No, the name has to match the name for the running animation under the a or b skeleton. And you have to make your own skeleton if you don't want to override the original running animations.

Re: Animation names [message #304737 is a reply to message #304481] Fri, 21 December 2007 11:05 Go to previous messageGo to next message
Dealman is currently offline  Dealman
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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.
Re: Animation names [message #307427 is a reply to message #304737] Wed, 02 January 2008 15:14 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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///DO NOT\\\
save it as s_a_human unless you want it to override the normal animations, save it as s_d_human or something like that.

As for finding what the animations are, boot up level editor and look through the animations in the vehicle transitions menu.


Re: Animation names [message #307433 is a reply to message #303980] Wed, 02 January 2008 15:35 Go to previous messageGo to next message
mrãçķz is currently offline  mrãçķz
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need animation name of the basegate from mission map 3 Sad i cant find it
Re: Animation names [message #307514 is a reply to message #303980] Thu, 03 January 2008 02:28 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
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So why did Westwood restrict the names like that?


WOL: Veyrdite Previously: Dthdealer ( a long time ago )
Re: Animation names [message #307522 is a reply to message #303980] Thu, 03 January 2008 02:52 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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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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Re: Animation names [message #307571 is a reply to message #307522] Thu, 03 January 2008 08:15 Go to previous messageGo to next message
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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.


If you need something explained, either 3D, scripting or something else this is the one to ask Razz He got answers for everything! Thumbs Up
Re: Animation names [message #307738 is a reply to message #307522] Thu, 03 January 2008 21:35 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
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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.


If you need something explained, either 3D, scripting or something else this is the one to ask Razz He got answers for everything! Thumbs Up


Ctrl+3


WOL: Veyrdite Previously: Dthdealer ( a long time ago )

[Updated on: Thu, 03 January 2008 21:35]

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Re: Animation names [message #307785 is a reply to message #307738] Fri, 04 January 2008 05:04 Go to previous messageGo to next message
Dealman is currently offline  Dealman
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� Dthdealer � wrote on Fri, 04 January 2008 05:35

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.


If you need something explained, either 3D, scripting or something else this is the one to ask Razz He got answers for everything! Thumbs Up


Ctrl+3


Uhh what?
Re: Animation names [message #307843 is a reply to message #303980] Fri, 04 January 2008 11:17 Go to previous messageGo to next message
Slave is currently offline  Slave
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Re: Animation names [message #307882 is a reply to message #303980] Fri, 04 January 2008 15:19 Go to previous message
Veyrdite is currently offline  Veyrdite
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Sorry, Ctrl+7

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