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PROJECT: How can we add custom animations? Let's work together in this thread.


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#1
JackFuzz

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PROJECT: How can we add custom animations? Let's work together in this thread.

I have access to the following animations in BIP, BVH format.  I know enough with 3d studio max that maybe I can convert to other types.  Heck I can even export a directx animation.

Let's start with anims.erf .....

Modifié par JackFuzz, 29 décembre 2009 - 08:18 .


#2
FalloutBoy

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Pretty sure you can open any ERF in the toolset and right click on a file and extract it somewhere. You also don't need to put new or modified files back into an ERF. Just put them in one of the override folders and they will take precedence over anything in the ERF's. As for making a new animation, that's way out of my league.


#3
JackFuzz

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FalloutBoy wrote...

Pretty sure you can open any ERF in the toolset and right click on a file and extract it somewhere. You also don't need to put new or modified files back into an ERF. Just put them in one of the override folders and they will take precedence over anything in the ERF's. As for making a new animation, that's way out of my league.


Aaaah nice. This is good info.  I didn't know we could do that.

I confirm that this works.

This is the first step to getting custom animations.  Wish me luck.  I have a huge library of animations. If I can get these to work I'll post a tutorial in the wiki.

Here is some info I gathered for anyone else interested in attempting this.

http://social.biowar....php/File_types

.ANI — Animation sequence: holds single animation sequence
http://social.biowar...t/index.php/ANI

.GAD — GOB Animation Data
.EVT — Animation event file
.ANB — Animation blend


Chewy seems to be on the right track with his project:

http://social.bioware.com/project/563/

Modifié par JackFuzz, 29 décembre 2009 - 08:46 .


#4
Ambaryerno

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If you can get custom animations working I may have need for an animator for Arms and Armor.

#5
Merlik

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I would like to override the dodge animation to play the block animation, is this doable?

#6
JackFuzz

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Merlik wrote...

I would like to override the dodge animation to play the block animation, is this doable?


Possibly..

1. Open the toolset.

2. Open file ----> anims.erf

3. Find the dodge animation.  (You can test animations by opening a new cutscene, loading a player_placeable creature under the creature pallette then add new "play animation" and load each animation to view them). There are also lists that you can find in the wiki and I believe beerfish (a user on these forums) made a spreadsheet detailing all animations.

4. Find the block animation.

5.  Once you've found these two animations export them from anims.erf into a folder unto your desktop.

6. Rename and replace the block animation files to the dodge animation.

7. Then copy those new ani,evt, gad files into the override folder.

I don't know if that will work. But that is the path I would go.  May take 1 hour of poking around.

Modifié par JackFuzz, 29 décembre 2009 - 10:38 .


#7
Ambaryerno

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Keep in mind that this will override the dodge animation ENTIRELY. There will be no dodge animations at all.

#8
ChewyGumball

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I believe which animations are played for events is controlled using a 2da. You can just replace the names there and it would be a whole lot easier.