Author Topic: how do i add animations of other creatures to the ghoul  (Read 472 times)

Legacy_ZugothNDeadly

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how do i add animations of other creatures to the ghoul
« on: January 03, 2015, 02:51:16 pm »


               

i can't find any walk, run, or death animations on this ghoul, it uses the a_ba for walk,run,die


Capture_zpsdd083507.png



               
               

               
            

Legacy_MerricksDad

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how do i add animations of other creatures to the ghoul
« Reply #1 on: January 03, 2015, 03:19:19 pm »


               

You can either examine those animations in a_ba series and just use them, or you can add a new set directly to the model.


 


The way I do it is like this:


 


  • Open the text based mdl file of the creature you want to use as a base in one notepad

  • Open the text based mdl file of the creature you want to import animations from in another notepad

  • In the second file, find the named animation you want to move over to the first file

  • Select it and copy that entire named animation to a THIRD notepad for editing

  • Check bone names in the copied section against that of the one you want to use as a base. If bone names differ, change them to the corresponding bone name in the base model. Do a find/replace all if needed. If any bones exist in the copied segment which do not exist in the base model, then you need to make a bone in the base model for that animation to work. It will have to be parented in the correct order.

  • Now copy that new segment to the bottom of the anims list in the base model.

  • Save the new base model as something new.

  • Use NwMax to import that new file so it joins the imported animation to the base model.

  • Test it in Max to make sure it worked. If not, repeat the process checking for mistakes in bone names.

This process inserts that named animation into the local model, which causes that animation to override that from the a_ba series, if it even existed.


 


This is not an accurate science, especially if positional keys are used. In addition, if bone lengths are different, you may have issues where like if you want two hands to meet on the hilt of a weapon, what happens instead is they pass through each other, or come nowhere near each other. You'll then need to tweek their frame0 position to make a fit. This can be time consuming.


 


Animations are in the text files like so:



newanim <animation alias> <model name>


     ...model nodes here and how they are affected...


doneanim <animation alias> <model name>


 


Unless they are absolutely needed, you should then remove all position keys which are created on the model. Gmax tends to add positional keys even if you aren't specifically telling it to. These occur almost every time I make rotational keys in Gmax, but for all I know it can be disabled by telling it not to be so absolute. Exceptions are usually just rootdummy type nodes, you want that kept where it is, unless it is not actually used for anything (stays at a fixed point all the time). Everything else should be rotational keys only. I often fail to remove these, even thought I wrote a script to do it for me. Not removing them will cause problems for people trying to use this new model as a supermodel with scale differences.



               
               

               
            

Legacy_Pstemarie

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how do i add animations of other creatures to the ghoul
« Reply #2 on: January 04, 2015, 03:59:26 am »


               

Its far safer - and has less margin for error - to open the animation model in 3DS Max (or GMax) and import the animations from the other model directly into the aurora base.


 


This is the system I use...


  1. Create a copy of the model you will be importing animations from.

  2.    
  3. Open the model in 3DS Max and delete all the animation EXCEPT the animations you will be importing. Export the model.

  4.    
  5. Verify that the model nodes/objects in the receptor model correspond to the model you will be importing from (i.e. "foot_g" in the import model needs to be named "foot_g" in the receptor).

  6.    
  7. Open the receptor in 3DS Max.

  8.    
  9. Click on the model's aurora base.

  10.    
  11. In the Import tab in NWMax, check the box labeled "import animations only."

  12.    
  13. Import the animations into the aurora base. Any animations in the receptor that use the same name as the animations in the importer will be overwritten.

  14.    
  15. Export the model. the animation keys will be rebuilt on export.


               
               

               
            

Legacy_ZugothNDeadly

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how do i add animations of other creatures to the ghoul
« Reply #3 on: January 04, 2015, 06:16:27 pm »


               

i moved the animation keys out of the way for the ghoul's animations, then i get this error


 


Capture_zps80d7f523.png



               
               

               
            

Legacy_MerricksDad

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how do i add animations of other creatures to the ghoul
« Reply #4 on: January 04, 2015, 08:59:52 pm »


               

You mean you deleted or slid the anim keys away from their original position? If so, I think what you are seeing is the export algo telling you that there is no keys to bracket the named anim cycle which is still defined on the aurorabase. So during your export, if this isn't a full on error, I think what it is going to do is export empty anim sequences for those defined which you moved manually.