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Problem with animations


riceplant

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Some of them just don't work. Some work fine, which is what I'm confused about. Specifically, none of the talkgestures work. I realise that they won't work on most skeletons, but I'm trying to use them on Jan. She should have the humanoid skeleton, and all the animations should work, right?

affect ( "Jan", /*@AFFECT_TYPE*/ FLUSH )
{
set ( "SET_ANIM_BOTH", "BOTH_TALKGESTURE5" );
set ( "SET_ANIM_HOLDTIME_BOTH", $5000$ );
}

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BOTH_GUARD_LOOKAROUND1, //# Cradling weapon and looking around

BOTH_GUARD_IDLE1, //# Cradling weapon and standing

BOTH_ALERT1, //# Startled by something while on guard

BOTH_GESTURE1, //# Generic gesture, non-specific

BOTH_GESTURE2, //# Generic gesture, non-specific

BOTH_GESTURE3, //# Generic gesture, non-specific

BOTH_WALK1TALKCOMM1, //# Talking into coom link while walking

BOTH_TALK1, //# Generic talk anim

BOTH_TALK2, //# Generic talk anim

BOTH_TALKCOMM1START, //# Start talking into a comm link

BOTH_TALKCOMM1, //# Talking into a comm link

BOTH_TALKCOMM1STOP, //# Stop talking into a comm link

BOTH_TALKGESTURE1, //# Generic talk anim

BOTH_TALKGESTURE2, //# Generic talk anim

BOTH_TALKGESTURE3, //# Generic talk anim

BOTH_TALKGESTURE4START, //# Beginning talk anim 4

BOTH_TALKGESTURE4, //# Talk gesture 4

BOTH_TALKGESTURE4STOP, //# Ending talk anim 4

BOTH_TALKGESTURE5START, //# Start hand on chin

BOTH_TALKGESTURE5, //# Hand on chin

BOTH_TALKGESTURE5STOP, //# Stop hand on chin

BOTH_TALKGESTURE6START, //# Starting Motions to self

BOTH_TALKGESTURE6, //# Pointing at self

BOTH_TALKGESTURE6STOP, //# Ending Motions to self

BOTH_TALKGESTURE7START, //# Start touches Kyle on shoulder

BOTH_TALKGESTURE7, //# Hold touches Kyle on shoulder

BOTH_TALKGESTURE7STOP, //# Ending touches Kyle on shoulder

BOTH_TALKGESTURE8START, //# Lando's chin hold

BOTH_TALKGESTURE8, //# Lando's chin hold

BOTH_TALKGESTURE8STOP, //# Lando's chin hold

BOTH_TALKGESTURE9, //# Same as gesture 2 but with the right hand

BOTH_TALKGESTURE10, //# Shoulder shrug

BOTH_TALKGESTURE11START, //# Arms folded across chest

BOTH_TALKGESTURE11STOP, //# Arms folded across chest

BOTH_TALKGESTURE12, //# Tavion taunting Kyle

BOTH_TALKGESTURE13START, //# Luke warning Kyle

BOTH_TALKGESTURE13, //# Luke warning Kyle

BOTH_TALKGESTURE13STOP, //# Luke warning Kyle

BOTH_TALKGESTURE14, //# Luke gesturing to Kyle

BOTH_TALKGESTURE15START, //# Desann taunting Kyle

BOTH_TALKGESTURE15, //# Desann taunting Kyle

BOTH_TALKGESTURE15STOP, //# Desann taunting Kyle

BOTH_TALKGESTURE16, //# Bartender gesture cin #15

BOTH_TALKGESTURE17, //# Bartender gesture cin #15

BOTH_TALKGESTURE18, //# Bartender gesture cin #15

BOTH_TALKGESTURE19START, //# Desann lifting his arm "Join me" (cin #34)

BOTH_TALKGESTURE19STOP, //# Desann lifting his arm "Join me" (cin #34)

BOTH_TALKGESTURE20START, //# Kyle lifting his arm "Join us" (cin #34)

BOTH_TALKGESTURE21, //# generic talk gesture from stand3

BOTH_TALKGESTURE22, //# generic talk gesture from stand3

BOTH_TALKGESTURE23, //# generic talk gesture from stand3

BOTH_PAUSE1START, //# Luke pauses to warn Kyle (cin #24) start

BOTH_PAUSE1STOP, //# Luke pauses to warn Kyle (cin #24) stop

Out of this block in anims.h, only BOTH_GESTURE1, BOTH_WALK1TALKCOMM1, BOTH_TALK1 and BOTH_TALKCOMM1 work. All of these animations appear in the game's cutscenes, so why do they not appear in the glas? If anims.h can't be used, where can I find a list of animation values, bearing in mind that these also appear in the drop-down in BehavEd.

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Yeah, that's from JO. I was hoping that they would still work, though, as BOTH_STAND5TOAIM (Kyle aiming at Desann) does, and that's definitely from JO. And I don't seem to have a JA anims.h, so was using the old one and hoping it would still work. I guess this means I can't use JO's animations in JA, huh? That sucks. JO had better anims, IMO.

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It seems to me like Raven wanted to have some upper limit to the size of the main humanoid gla. With JA having many more fighting moves (with double sabers etc), they cut down the number of animations for cinematics in the main gla.

 

However, you should notice that in JA you can have one extra, map specific gla file that can contain as many as 50 animations. So, you aren't in quite as bad a situation as you probably thought. Browse through the original Raven glas to see if one of them might have interesting animations. Or make your own...

 

And get JA SDK instead of JO SDK, if you are mapping for JA. Works better that way, yes it does.

 

And anyway, there's no need to try to guess anything. Just use ModView to check the animations.

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  • 3 weeks later...

Well, animations are listed in a special table. Of course you can type/edit the script in Notepad to try to access more animation. Who knows - it might work perfecly. However, 50 animations is a pretty high limit in the end, considering you can have 50 custom animations for each map of your campaign, not just 50 new animations for the whole packet.

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Wait a second... check out Wudan's Dragon, it lets you create animations. Forget messing with JK2's GLA, it will just up your file size (there is no need to include such a big file for only a few of the animations!) http://www.mt-wudan.com (look around the forums for download links.

 

I noticed that while some animations are listed in JKA, Raven didn't import all of them from JK2.

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Hmm, somehow with dragon you can copy and paste animations, I think. If you load the JK2 GLA and copy the animations you can then paste them into a new GLA. Just remember, whatever you name your GLA is what you have to name your level (EX: Humaniod_imperialbase.gla = imperialbase.bsp) or something like that. Im not sure, but I think all of that should work.

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No, loading a JO model w/ gla in dragon causes it to crash. It's such a pity, because I want JO's animations! I'm hopeless with dragon, though, so I'll never be able to re-create them. I can't even make my own animations, let alone recreate animations of Raven's quality.

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