SneaksieDave on 27/3/2005 at 18:14
I'm hoping someone has figured this out, because after spending hours on it, I'm still not getting it - unless what I'm doing IS the right procedure, which is... kinda messy. And I'm not sure it's even working correctly.
In the skeleton browser, I pick an AI, and then go into its list of animations, deleting individual ones (not entire groups; i.e., "M1_UA_GES_shiver" instead of "cityguard") which I feel are not appropriate for a character. A statue shouldn't yawn, ya know?
So anyway, you make a change and force rebuild, and everything's great - in 99% of cases* the AI stops doing the offending animation. However, contrary to what I expected, editing the "cityguard" entries under statue affects the "cityguard" entries under EVERY character that has them. So now, NO AI yawns. Surely that's not right? What am I supposed to do if I want to remove (or add) particular animations for JUST the statue, and not affect every other AI that uses the same animation groupings? It just seems contrary to the entire way the inheritence system built into T3 editing, that when I make a change to a "child" (in quotes because that's not exactly what's going on here, but it's analogous in a way) affects everything it shares inheritence lines with.
The way I've done it so far, is to put all clean files into the SkeletalAnimations and SkeletalMeshes folders, and making sure the files in the TagDatabase subfolders are all timestamped 2004. I found out the hard way that these files were being changed with every change I made in the editor. So, I then make my changes to the AI anim in question, store his .SKI and .PRO file in the SkeletalMeshes folder, and then again restore all changed files mentioned above. So. The databases are normal, the other files are normal, and only my modified AI is changed. I'm not sure this is working though, as sometimes offending animations still appear.
That can't be how it's done? Someone please share if you have any info or insight on this.
*For whatever related or unrelated reason, they continue doing a ramp-down shrugging animation even if I do remove it.
SneaksieDave on 31/3/2005 at 17:12
Damn. Fifteen (a typical count) Browsing, and 2 new posts in 12 hours? Bah, too much reading, not enough posting. :P
Anyway, *bump*. Anyone do anything with this yet? Krypt, Harwin, Null, Raen, (more?) can anyone give a heads up?
New Horizon on 31/3/2005 at 17:30
Quote Posted by SneaksieDave
Damn. Fifteen (a typical count) Browsing, and 2 new posts in 12 hours? Bah, too much reading, not enough posting. :P
Anyway, *bump*. Anyone do anything with this yet? Krypt, Harwin, Null, Raen, (more?) can anyone give a heads up?
I'm having similar issues with behaviors being inherited by all AI. I wanted to have only the overweight AI get fatigued but I can't seem to do this without having all AI grow fatigued since they're under the same class. :( Inheritance is a bit of a pain for the noobie.
SneaksieDave on 15/4/2005 at 22:01
Bumping this in case anyone's figured anything out yet. It's becoming more important...
SneaksieDave on 23/4/2005 at 02:17
bump.
ascottk on 23/4/2005 at 03:10
I suggest replacing the whole skeletalmeshes folder with the folder from the editor zip file.
EDIT: Oops sorry, wrong thread . . .