Archangel35757 Posted October 23, 2014 Share Posted October 23, 2014 O.K. I've been working to improve Tsvetan's dotXSI 1.x Import Maxscript file to better import Star Trek: Voyager- Elite Force animations... you can find them here: http://eliteforce2.filefront.com/file/Player_Characters_XSI_Animation_Source_Files;27608 I would like to use some of these animations for a new NPC Repair Droid (Leebo)-- http://starwars.wikia.com/wiki/LE-BO2D9 My questions are (@@DT85 and other experts): 1. Is it as simple as creating a new custom GLA for the NPC? 2. Do the animation file names have to be standardized to names that exist in existing NPC animation.cfg files or can they be unique? 3. Is any coding mods required to do this? (@@eezstreet) P.S. -- I will be posting the import script to the utilities section soon... Link to comment
Keyten Posted October 23, 2014 Share Posted October 23, 2014 You can't create custom GLA for NPC, only for GLM-model.2. No.3. No. Creating animation in Dragon: https://translate.google.ru/translate?sl=ru&tl=en&js=y&prev=_t&hl=ru&ie=UTF-8&u=http%3A%2F%2Fextrajka.ru%2Fforum%2Findex.php%2Ftopic%2F106-animatciia-v-ja%2F&edit-text= Link to comment
Tempust85 Posted October 23, 2014 Share Posted October 23, 2014 You can't create custom GLA for NPC, only for GLM-model. Lol, NPC's are GLM models unless someone codes in another format then it could be any format. @@Archangel35757 I wouldn't expect it to work with MP, but should be ok for SP. So long as you follow the JKA specifics, it should work fine. Take a look at how the rocket trooper works, he has his own GLA + animation.cfg. 2. You'll need to rename animations to match the animation list in JKA (BOTH_WALK1, BOTH_RUN1, etc)3. Game loads the GLM then the GLM loads the GLA so to speak, and loads the animation.cfg from the GLA directory AFAIK so you shouldn't need any coding whatsoever unless you need to add special behaviour/animations that isn't/aren't already present in JKA. The only problem I can think of that you'll run into is bone angles (for torso movement while pitching etc) & bone names (the code moves a few of them). What I'd do to fix this is to use a clean set of bones that are identical to _humanoid (with correct angles & naming) and bind the EF skeleton to them. Link to comment
Archangel35757 Posted October 23, 2014 Author Share Posted October 23, 2014 Lol, NPC's are GLM models unless someone codes in another format then it could be any format. @@Archangel35757 I wouldn't expect it to work with MP, but should be ok for SP. So long as you follow the JKA specifics, it should work fine. Take a look at how the rocket trooper works, he has his own GLA + animation.cfg. 2. You'll need to rename animations to match the animation list in JKA (BOTH_WALK1, BOTH_RUN1, etc)3. Game loads the GLM then the GLM loads the GLA so to speak, and loads the animation.cfg from the GLA directory AFAIK so you shouldn't need any coding whatsoever unless you need to add special behaviour/animations that isn't/aren't already present in JKA. The only problem I can think of that you'll run into is bone angles (for torso movement while pitching etc) & bone names (the code moves a few of them). What I'd do to fix this is to use a clean set of bones that are identical to _humanoid (with correct angles & naming) and bind the EF skeleton to them. I intend to use a JKA skeleton... but I plan to re-target a lot of STVEF animations onto it. So I will have several custom animations that do not exist in JKA-- Thus I believe I will need a coding mod as well to add the new animations. Thoughts? Link to comment
Tempust85 Posted October 23, 2014 Share Posted October 23, 2014 Define custom? If they are the basics like run/walk/idle/stand etc, just rename them to match the animdef in the code. Link to comment
Archangel35757 Posted October 24, 2014 Author Share Posted October 24, 2014 Define custom? If they are the basics like run/walk/idle/stand etc, just rename them to match the animdef in the code. There will also be cockpit animations, console interactions, repair-like animations... which don't have a JKA corollary. Link to comment
Tempust85 Posted October 24, 2014 Share Posted October 24, 2014 Well you should be able to run the animations via script in a map, without having to add the animation names to the game code. Archangel35757 likes this Link to comment
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