Alvar007 Posted September 12, 2015 Posted September 12, 2015 So I managed to create custom animations in MP using some tools from this site. But if I want to try my animation in SP it won't work. The model just stays in T-Pose position during the animation. I tried unchecking the multiplayer box in assimilate settings and recompile it again but still nothing. Anyone got an idea of how to make them work in SP?
minilogoguy18 Posted September 12, 2015 Posted September 12, 2015 @@DT85, have you had any experience in this? I've honestly never tried any animations for SP.
mrwonko Posted September 12, 2015 Posted September 12, 2015 If it's just for a specific map, you don't need to modify the existing animations; animations in _humanoid_levelname are loaded in addition to the default animations. But I'm unfamiliar with carcass/assimilate, so I don't know how to properly export them that way.
minilogoguy18 Posted September 12, 2015 Posted September 12, 2015 Well the export/compile part is no problem because the animations work in ModView and MP but there seems to be one small step in the process missing for it to work in SP. @@Alvar007 Explain what you're doing exactly, like what animation are you replacing? Also, are you doing it with a clean base folder? SP tends to break easily with a lot of mods installed even if the problem isn't there in MP.
Tempust85 Posted September 12, 2015 Posted September 12, 2015 You need to leave the setting as it was for both MP and SP. can't remember if sp or MP was the default in assimilate for creating animation.cfg. Might be best to upload your compiling files so we can take a look.
Alvar007 Posted September 12, 2015 Author Posted September 12, 2015 Well, the thing is that assimilate creates everything except animation.cfg, since it gives me an error. But I modify the base animation.cfg and I replace the BOTH_GESTURE1 animation (taunt saber fast animation from JO) with mine. As for the base folder, I don't think I have a mod that changes SP in an important way, but I used Openjk to try the animation, maybe in the vanilla game would it work?
minilogoguy18 Posted September 12, 2015 Posted September 12, 2015 What are the errors you get from carcass? You wouldn't use the animation.cfg that it makes anyways since you're replacing an animation. You could try it in vanilla to see if it works.
Archangel35757 Posted September 12, 2015 Posted September 12, 2015 Doesn't your animation need to be added to the anims header file?
minilogoguy18 Posted September 12, 2015 Posted September 12, 2015 ^This could be a possible solution, but since like I said I've never done character animations for SP but it's worth a shot.
Alvar007 Posted September 12, 2015 Author Posted September 12, 2015 I don't get more errors other than the "couldn't create animation.cfg" one. And what exactly do you mean with the anim header file?
mrwonko Posted September 13, 2015 Posted September 13, 2015 Doesn't your animation need to be added to the anims header file?Only if you add new ones; usually you'd use the BOTH_CIN_1-50 animations for level-specific cutscene animations. Archangel35757 likes this
Alvar007 Posted September 14, 2015 Author Posted September 14, 2015 Ok I uploaded the folder containing the compiling files + the XSI root file https://mega.nz/#!6dIjwZyR!o9Mus3T8b9RjzBjGRPr58AZvlBPDFx3AOgkTxTDmMf4 (it seems it doens't add correctly, just copy and paste in your browser manually).
minilogoguy18 Posted September 14, 2015 Posted September 14, 2015 I don't think it's something wrong with your files but possibly an extra step that's needed for SP that I sadly don't know, all my SP animation experience is from things that have their own skeleton and animation set, nothing that I added to the _humanoid.gla. Maybe someone who knows the games code may be able to shed some light on this? @@Xycaleth or @@eezstreet maybe?
Tempust85 Posted September 15, 2015 Posted September 15, 2015 I'll take a look at this tonight and see what I can do. Archangel35757 and minilogoguy18 like this
Tempust85 Posted September 15, 2015 Posted September 15, 2015 Ok so a small error in the .car file: $aseanimgrabinit $scale 0.64 $keepmotion $pcj $flatten $pcj upper_lumbar $pcj lower_lumbar $pcj cranium $pcj cervical $pcj thoracic $pcj pelvis $pcj face_always_ $pcj Motion $pcj rradius $pcj lradius $pcj rtibia $pcj ltibia $pcj rhumerus $pcj lhumerus $pcj lfemurYZ $pcj rfemurYZ $aseanimgrab models/players/both_gesture1/root.xsi -loop -1 $aseanimgrabfinalize $aseanimconvertmdx_noask models/players/both_gesture1/root -makeskel /models/players/both_gesture1/both_gesture1 -origin 0 0 24 Need to get rid of the / so change /models/players/both_gesture1/both_gesture1 to models/players/both_gesture1/both_gesture1. This doesn't stop the creation of an animation.cfg though, it worked for me. You need to have multiplayer unchecked for creating any animation.cfg for JK2 SP/MP or JKA SP/MP otherwise it will not be compatible. Now the animation BOTH_GESTURE1 does already exist in the game code, so no problems there. However, the animation already exists in the base humanoid GLA so you'll need to edit the animation.cfg (once you've merged your GLA into the main GLA using GLAmerge) like so: From this - BOTH_GESTURE1 6765 130 -1 20To This - BOTH_GESTURE1 21376 24 -1 20 Let me know of any other issues.
Alvar007 Posted September 15, 2015 Author Posted September 15, 2015 It's not working. Still not creating the animation.cfg file even if I uncheck the multiplayer box.
Tempust85 Posted September 15, 2015 Posted September 15, 2015 Hmm well I'm not sure what's going on, it works for me in the original assimilate. But you don't really need a cfg if you're doing GLA merging, just edit the existing cfg for the humanoid GLA as I mentioned above and it should work.
Alvar007 Posted September 16, 2015 Author Posted September 16, 2015 That's what I did, but it still doesn't create the animation.cfg although I don't need it. I just modified the original cfg but no success. Did you try the animation in game? I tried it on vanilla game and it didn't work either. I'm using the assimilate version that comes with the SDK, is that the same as yours?
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