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Editing Existing 1p Animations


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The exporter determines the kind of object to export by the naming of the 'root_' object helper. I think you plan to export an animation but somehow end up with a damaged *.ske file ? that points to a wrongly named 'root_' object where you accidently have something in it like 'root_skeleton_blablabla' .

To export an animation your root should probably be called something like 'root_animation_My1PFire' which would lead to a file called 'My1PFire.baf' .

BAF ( Bone Animation File ) is the correct filetype for an animation, while SKE is an exported skeleton (probably undesired in your case )

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  • 3 months later...

Afraid not :( The reason is that the BF2 tools for gmax lack the skeleton import function . It might be possible to reconstruct at least the 1P skeleton with gmax onboard tools but that is a challenging task 'cause the position and rotation of bones must fit 100% for good looking animations. Also the names of the bones need to be 100% correct or the animation will not work.

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  • 6 months later...

He, nice tut! Everything work, but I got 1 problem.

Your 0.79 / 3.5 /13.81 aren't the right place for my pistol, the hand doesn't fit my pistol? You know other X Y Z numbers? thanks!

Ohh and another thing, Do I need to parent the meshes 2 to 5 to mesh1 ??? THANKS! ;)

Edited by a-10freAK
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I'd use the visual representation once the animation has been loaded. All animations start and stop with the base pose . Use the first frame of the animation to shift your weapon into the correct position. ( AutoKey must NOT be on ! ) If your animations are for righthanded players ( :P ) use the right hand as reference to position your gun. After that hook it into the hierachy and replace the boxes from the animation importer with the meshes from your gun.

Edited by mschoeldgen[Xww2]
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Thanks for tutorial!It's really helpful.But I had some issues, when i import the animation,the weapon jumps back on 0,0,0.Everything seems to be ok when i export it,but in-game it still jumps on 0,0,0.What could i do wrong and what can I do to fix it? Thanks in advance.

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I'd first check the origin and scale of the weapon by using another animation set ( like a vanilla animation from a similar weapon ). If this works then your weapon is ok and you probably did a simple mistake like having the 'AutoKey' activated while setting the basic position of the weapon after importing it into the animation scene.

If scale and transforms are all reset it should work as expected.

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Make sure the mesh1 through mesh16 (or however many meshes your weapon has).

I would however recommend using Junk's IK setup and redoing the animations completely (very easy task after you get used to it). Setting up an animation scene using vanilla animations is much harder then using an existing one, even if it requires redoing the lot.

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