Hi mates,
is it possible to manipulate existing animations or add new custom animations/facial expressions?
thanks.
Modify or add new animations:.
Débuté par
Nattfodd
, déc. 11 2009 02:11
#1
Posté 11 décembre 2009 - 02:11
#2
Posté 11 décembre 2009 - 02:19
Like quite a few other things this is possible in theory - in the sense that the animations are not hardcoded or hidden in some totally obnoxious format.
In practice, however, this is somewhat difficult, and I don't know of anyone who has done this successfully yet.
In practice, however, this is somewhat difficult, and I don't know of anyone who has done this successfully yet.
#3
Posté 11 décembre 2009 - 05:47
Thanks.
Do you know if they are packed into a file or in some other format?
Do you know if they are packed into a file or in some other format?
#4
Posté 11 décembre 2009 - 08:06
They are in the anims.erf file.
#5
Posté 12 décembre 2009 - 05:53
orgolove has managed to manipulate some animations for use in his shapeshifting mod: http://www.dragonage...file.php?id=229
#6
Posté 14 décembre 2009 - 01:02
Good to know.
#7
Posté 17 décembre 2009 - 02:09
Flobulon wrote...
orgolove has managed to manipulate some animations for use in his shapeshifting mod: http://www.dragonage...file.php?id=229
I examined that mod and talked with the author.
He told me he have not created custom animations but only decreased o increased the speed of exsisting animations, in his case he modified the walking speed of archdemon (he talked about a parameter to change inside the toolset).
still looking for a solution.
#8
Posté 27 décembre 2009 - 09:18
What about Animation blend tree editor?
Someone understood how to use it and that made an example?
The toolset wiki article does'n not explain well this tool.
Someone understood how to use it and that made an example?
The toolset wiki article does'n not explain well this tool.
#9
Posté 27 décembre 2009 - 10:59
Thats for blending already existing animations. It doesn't create any animations.
#10
Posté 28 décembre 2009 - 02:07
I think importing and exporting animations is possible, using a 3D modeller and proper tool. I have this feature planned for future versions versions of my Import-Export tool.
#11
Posté 29 décembre 2009 - 08:25
ChewyGumball wrote...
Thats for blending already existing animations. It doesn't create any animations.
Mmm... and after blending existing animation at the end you have a new one, isn't it?
#12
Posté 30 décembre 2009 - 04:55
No, you have an animation blend
Basically you just mash some already existing animations together. No "new" animations are created.
#13
Posté 30 décembre 2009 - 05:26
There IS a difference. A blended animation just tells the game to string a series of animations together. It's not actually adding anything new that doesn't already exist.
#14
Posté 30 décembre 2009 - 10:56
Yes, but how i tell the game to use the blended animation? It needs only the "save" option?





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