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Adding More Ambient Animations


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#1
Lucrane

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Hey All,

So at one point I had this working, but now I don't. The basic files I need if I remember correctly are the ambient_anim_patterns 2da and the Anim_base. Now the Anim_base has a lot more animations than the ambient anim. In particular it has Jig enter, loop, exit, and blacksmith enter, loop, exit as well as Child Clap, all three of which I want to get into the ambient anim pattern 2da. So here is what I did.

1) I found the original ambient anim patterns xls file in the dragon age folder, copied this to my module/core/ocerride and edited the name to my_ambient_anim_patterns.xls. I then opened this copied 2da and change the worksheet name as well to my_ambient_patterns.

2)I then went to the bottom of the xls and added three lines for, Jig, Clap, and Blacksmith respectively. I opened the ANIM _base file to find the ID s for these animations. Within the Anim_base I found JIg, enter, loop, and exit, Clap, and Blackmish, enter, loop, exit.

3)I then edited the three rows in my copied ambient_anim_patterns file to reflect this information ID lines 132, 133, 134 respectively.

4) I then took the completed my_ambient_anim xls, right clicked on the file and open with ExcelProcessor to create the gda.

5) In the toolset, I opened up the anim variables and set the ambient system to 1 per usual and then the ambient anim pattern to 132 for one character, 133 for another and 134 for the final.  However, upon launching the game for a test, neither of the three characters do anything

So the question in all of this, is what am I doing wrong and where did I go wrong? Thanks for reading. Any help appreciated in this

~Lucrane

#2
Lucrane

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Totally lost now just discovered that me editing the ambient file copy and placing that in my override for my module causes some of the other ambient animations to either not fire or act awkwardly. Removing the copy from my files resolves the issue. So strange, I thought I remember having other ambient animations in another module. Guess not.

#3
Lucrane

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I just ran a test to put my mind at ease. Turns out taking ambient anim, a copy at least, adding no new rows and making that a gda is just fine. Things get stranger though. Taking this same copy and removing the anim values, but leaving the names and rows intact otherwise has no affect on the ambient animations overall, i.e. they still fire in game even with those values gone. Curious.

#4
Lucrane

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So I've made some progress and some discoveries:

1) Not all animations within ANIM_base are capable of being an ambient animation. No idea why.

2) To properly make your own ambient animations what you want to do is either copy ambient_ai xls or make a new one and put that in your override folder of your module

3) Once you have that, its really important to edit the worksheet name, the prefix must always be ambient_anim_patterns for this name because the MDA labels all ambient behaviors with this prefeix. SO mine was ambient_anim_patterns_DAI on the worksheet name.

4)Finally, when you are editing this work sheet, use a new int name out of the range of other animations so you don't get conflicts, that will stop all the weird misfires of ambient behavior in game.

5) As stated above not all of the ANIM_base animations work. Specifically, I was trying to get a child clapping, jig dancing, and blacksmithing. No luck. However, I did discover that most of the animations labeled dglxxx and colored in green, almost all work. For example, headache, rally others and self, bow greeting etc.

If anyone has a work around for some of the more inetresting animations let me know.

#5
Lucrane

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Blacksmith is working now for some reason

#6
Lucrane

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I'm beginning to suspect my ultimate issue may lay somewhere in a blend tree... the one place I am in completely unfamiliar territory. Are there any tutorials out there explaining blendtrees from the ground up.

#7
Lucrane

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I have some understanding of the blendtree now, but a new problem is presenting itself. I am trying to extend ANIM_base, because it appears this would be he work around for these issues, however, each time I try to extend ANIM_base with ANIM_DAI, nothing happens. Has anyone had any success extending ANIM_base 2da? Can it even be extended?

#8
DarthParametric

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If you are trying to extend anim_base.gda and your custom epithet is DAI then the extended GDA filename should be anim_base_dai.gda, not anim_dai.gda.

Modifié par DarthParametric, 09 juillet 2012 - 06:33 .


#9
Lucrane

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o.O totally overlooked that :D Thanks for the reply Darth. I'll try this out when I get back home :D
~Lucrane

#10
Lucrane

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Hmm that didn't seem to work, not sure why. Could be a conflict somewhere, but I am not entirely sure. Gonna move on from this point in anims and go froward, seems like this is uncharted area here and messing with the blend trees etc, or at least I'm not making much ground with it anymore. Can add custom anims to cutscenes, custom audio to levels and such just fine though :D So progress there.

Question on that actually, but I'll make a new post for it.

~Lucrane