Interesting Animation Info . . . - by ascottk
OrbWeaver on 20/3/2006 at 19:25
Is the point of this to add new animations using the names that are already there, or to unlock unused animations from the core T3 assets?
New Horizon on 20/3/2006 at 19:45
Quote Posted by OrbWeaver
Is the point of this to add new animations using the names that are already there, or to unlock unused animations from the core T3 assets?
A little bit of everything I think. :) Hopefully it will also allow the addition of sounds while crouching.
ascottk on 21/3/2006 at 01:37
Quote Posted by OrbWeaver
Is the point of this to add new animations using the names that are already there, or to unlock unused animations from the core T3 assets?
I think it'd be easier to binary patch the Kernel_GFXALL.ibt with new animation names. Also unlocking some animations would be nice.
I mainly want to do this because of the drunken walk T3 Garrett decided to have :p Another thing I hate is Gamal's puppy dog walk. She isn't menacing at all.
ascottk on 23/3/2006 at 04:00
(
http://www.ttlg.com/wiki/wikka.php?wakka=AnimNoteTrack)
I figured it out! I was using the skeletal mesh for the animations (125 bones, but most of the animations only use 124). You can use ActorX's animation manager to extract specific animations from a *.psa.
The animation's note track is merely "footstep|walk" to add footstep sounds using 3ds max.
I'll just post what I put into the wiki:
Quote:
T3's *.psa files can be imported to Milkshape, then exported from milkshape to a Half-Life SMD animation sequence (or a reference file). 3ds max can import the *.smd animation sequence using Cannonfodder's import plugin. Now you have a source T3 animation file (tutorial soon to come)!
It would be wise to separate an animation from the psa file using ActorX's animation manager before importing to Milkshape.Also be sure to uncheck in Cannonfodder's importer (same as milikshape):
* Import Triangles
* Prompt for missing textures
* Rebuild smoothing groups
The full animation should get into 3ds max, but it's a fairly long road to extract animations using the ActorX plugin, import into Milkshape, export it to *.smd, import that into max, tweaking, adding notetracks, etc.
Hopefully I'll have test animations & *.max files at your disposal by next week :cheeky:
Gestalt on 23/3/2006 at 04:45
Interesting. Does this mean we could rig new models to use the existing skeletons/animations?
Ziemanskye on 23/3/2006 at 06:56
What's the 125th bone? His Jaw?
ascottk on 23/3/2006 at 07:21
Quote Posted by Gestalt
Interesting. Does this mean we could rig new models to use the existing skeletons/animations?
I tried but I'm probably a lousy rigger :p
Quote Posted by Ziemanskye
What's the 125th bone? His Jaw?
I think the direction bone is the 125th. I don't see it in the animations.
New Horizon on 23/3/2006 at 14:23
Wow, this can potentially fix a lot of things. :) Sure hope we can get a proper T1/2 style lean ingame. That would rock.
Oh, and ascottk...does it look like the notetrack info will be able to be added to the crouching animations? Hopefully that will put the footsteps for crouching back ingame.
ascottk on 23/3/2006 at 16:46
Quote Posted by New Horizon
Wow, this can potentially fix a lot of things. :) Sure hope we can get a proper T1/2 style lean ingame. That would rock.
Oh, and ascottk...does it look like the notetrack info will be able to be added to the crouching animations? Hopefully that will put the footsteps for crouching back ingame.
The easiest way would be footstep|walk. I'm not sure footstep|crouch would work since there's no crouching sounds in a vanilla install (or if the code exists for crouching). I didn't see it in T3Main through the hex editor :p
New Horizon on 23/3/2006 at 16:57
Quote Posted by ascottk
The easiest way would be footstep|walk. I'm not sure footstep|crouch would work since there's no crouching sounds in a vanilla install (or if the code exists for crouching). I didn't see it in T3Main through the hex editor :p
Hmmm, might still work though. The crouching schemas all exist, and you might not have to rebuild the meta files. The only thing with using walk is that it will be pretty loud when it should be uber quiet. I'll have to run some tests.