Boothand Posted January 3, 2016 Posted January 3, 2016 I'm making new animations to be used in JK2mp. Got some trouble, don't know where my frames have ended up, and after using GLAmerge, watching animations in modview displays the base animations incorrectly, like all the starting frames have been offset in animation.cfg, caused by the merge. So:Importing the _humanoid.gla and editing an animation is no trouble. I put the base pose in the first frame, as instructed by the GLAmerge manual. I create the marker and name it Boot_Testanim1, set the end frame in Blender to 9, the length of the animation. Exporting the boot_animation.cfg is fine, shows up with length 9. I export the .gla, putting "models/players/_humanoid/_humanoid.gla as the gla reference, rest is blank. I take the exported .gla to GLAmerge and merge it with the original .gla. It outputs a file slightly larger than the original, so it makes sense so far. I replace the old with the new _humanoid.gla, but since I don't know where the frames have gone, I don't know what to set as starting frame in animation.cfg. But in any case, as mentioned, all animations seem offset now, so something must be done differently in Blender or GLAmerge. Does anyone have a clue what goes wrong? @@mrwonko @@DT85 @@eezstreet @@katanamaru (?) @anyonewhohasdoneanimationstuff
Solution mrwonko Posted January 3, 2016 Solution Posted January 3, 2016 sounds like you might've merged the animations the wrong way around? Tempust85 likes this
Boothand Posted January 3, 2016 Author Posted January 3, 2016 That never occurred to me Yeah, that fixed the offset animations! AND, it turns out they get put in the very end, so in case someone else is wondering, that's where your frames go! THANKS!!!!!!!
Tempust85 Posted January 4, 2016 Posted January 4, 2016 Yeah, the idea of GLAmerge is to append new frames from a newly-created GLA onto an existing GLA. The new frames will always be found at the end.
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