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Unique Animation files for models


Daskers

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The other day, I experimented with a modification that makes Hapslash's Count Dooku use a different GLA file. The idea was to make him use Keshires Count Dooku saber stance. I was successful in my mod, as the character used my modified GLA. However, their was a small problem, as the saber was not attached to his hand correctly.

 

Could anybody suggest a way round this? One that would still allow the model to work in Single Player, if possible (I have a fondness for making my own NPC's)?

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Um, if there are no tags in the gla file, how does the game know where the saber is meant to be? I know very little about animating, but even I know about the l & rhang_tag_bones. I think you must have misunderstood me, because I don't think there can be any way that a modeller and animator would not know about this.

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Well, let me elaborate on what I did. I used a txt editor to change the reference for the GLA in the model file from humanoid.gla to humanoi1.gla. I also renamed the modified GLA file to humanoi1.gla.

 

This resulted in the dooku model using the modified GLA, whilst all other models still used the basic humanoid.gla. All the animations worked, but as I said, the saber and other weapons did not align to the tags.

 

Its possible that my crude editing of the glm file resulted in the tags being lost.

 

Maybe if someone made a model from scratch that used the alternative stances, we could see if its possible.

 

The reason i did this was because I really wanted dooku to use his proper stance, without overiding the animations for the rest of the game.

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You could name you custom .gla animations file dooku.gla and ask Hap to recompile the Dooku model using a dummy dooku.gla file just to fool the compiler. Just to be sure your raw editing maneuver didn't bug the file (which I personally think it didn't).

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I wouldn't have thought so. Tauntauns, swoops, wampas and rancors all use tags, presumably. I would expect tham to be required for interaction with other entities. Where did you find the gla, because I've been looking for it. Dooku's style would be much cooler than just using Tavion's.

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Hapslash uses the JO skeleton to build his models. He likes to keep them JO and JA compliant. When you replaced the .gla file for your Dooku model, you probably used a new .gla made with the JA skeleton. I think JA only fixes those models pointing to the _humanoid.gla file.

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  • 2 weeks later...
  • 2 weeks later...
Hapslash uses the JO skeleton to build his models. He likes to keep them JO and JA compliant. When you replaced the .gla file for your Dooku model, you probably used a new .gla made with the JA skeleton. I think JA only fixes those models pointing to the _humanoid.gla file.
I noticed that. While there's nothing wrong with it in theory, in practice dual saber style is a complete mess, as it isn't compliant with the JO skeleton (All guesswork, but it fits the facts).
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  • 7 months later...

You may hit issues by not merging the animations into the main _Humanoid. A lot of the older animations that I did weren't done using the newer carcass that had an option to use a bone index from another file. The glamerge app did that automatically on merge.

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