Nattfodd wrote...
You said that anim 911 plays "mh.wi_sit_ex". It's only your supposition or you are sure of this? If you are sure how do you found tha connection between the number and tha anim name?
I am sure of it. Animation Worksheets are now available for download, that's one thing you will need. (
social.bioware.com/forum/1/topic/72/index/600433), just open the humanoids.acb in the Toolset. That will bind the animation name listed in ANIM_Base.xls into a file name (*.ani)
I was able to add new animations in ANIM_Base.xls and some of them do work in a game, but not all.
Nattfodd wrote...
Are you able to use the Animation blend tree editor? Can you teach me some rules on how it works because i can't find tutorials for this argument. If you want.
I found the Animation Blend Tree Editor just yesterday so I don't know anything more than you do. But I can outline the method for adding animations.
1. Setup Creature Rig model. (a creature model (NPC) used for previewing animations)
2a. Add new Animation Stream into the worksheet and connect to "humanoid" blender or what ever it is.
2b. Setup the animation file (*.ani) into the properties.
2c. Setup Node Name (That's the name used in ANIM_Base.xls)
3. Select Export->Post to Local. (This will create a humanoid.anb in the export folders)
4. Open ANIM_Base.xls and add a new line in it.
5. Conver to GDA and place in a proper export folders.
I tried to create a blend using the Transition Tool (In a View menu), but it seems to be not working.
If I do like this:
CommandPlayAnimation(911);
CommandPlayAnimation(993);
The game doesn't blend these animations evenif the transition is defined in the Transition tool and the humanoid.tbi is placed in export folders.
One possibility is that I have miss-understood the idea of transitions or the animations aren't properly fed from the command queue into the engine.