Mandalorian Posted April 17, 2013 Author Posted April 17, 2013 I have changed all the standing animations to be appropriate for most gunning anims. looks good.
eezstreet Posted April 17, 2013 Posted April 17, 2013 It all comes down to a long function: PM_SetAnim. It'll basically require a different second (or was it third? Don't remember) arg. Legs anim must be considered slightly different due to walking/running etc *lone (stupid phone) Mandalorian likes this
Horatio Culver Posted April 18, 2013 Posted April 18, 2013 Running with the rifle: shooting Pistols May I please have those animations? Please? Not for a mod, just for my own personal use.
katanamaru Posted May 6, 2013 Posted May 6, 2013 Sure. I'm going to put them together and release them here.
katanamaru Posted May 7, 2013 Posted May 7, 2013 Also, the animations I make are "open" for anybody to use. For personal use or within a mod.
Corto Posted May 8, 2013 Posted May 8, 2013 Kata, get used to Mod Tool! =P. We can share and tweak each other's animations (I know, sounds naughty). katanamaru likes this
katanamaru Posted May 8, 2013 Posted May 8, 2013 @@Corto, quick question, can Mod Tool load the JA animations and the ones I've already made in Dragon?
Corto Posted May 8, 2013 Posted May 8, 2013 You can import JA base animations from the files Raven provided, but because they are in .xsi. I doubt you can import Dragon's animations at all. Once you get Minilogo's rig up and running with a dummy model, you will be able to recreate your animations in no time and probably the will end up being better.
minilogoguy18 Posted May 8, 2013 Posted May 8, 2013 Dragon saves as .gla, only way I know of is if you use Blender to cross over to Softimage, would be better if someone made a .gla decompiler that way other more popular formats can be used and the animations could go backwards to any program. Rig has a dummy Kyle model already set up, he doesn't get exported of course, if you want to put another model to the rig feel free but I don't see why you'd bother.
katanamaru Posted May 9, 2013 Posted May 9, 2013 Yeah Kyle is fine. I'd probably turn off his shoulder pad just to make sure I could see any errors under it. The decompiler would really only benefit me and Hirman if he came back. So I don't see a massive use for it. I'd still like that so I wouldn't have to redo all the style animations I did...
Corto Posted May 9, 2013 Posted May 9, 2013 Alex, could you make the rig for JK2? Right now the one you build is for Jedi Academy, right?
minilogoguy18 Posted May 10, 2013 Posted May 10, 2013 Yes, very easily actually since it's a shadow rig, the bones in the rig aren't exported, there are 2 skeletons in that scene file. It's just a matter of importing a null JO skeleton and pose constraining it to the rig's bones. Corto likes this
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