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 Animation Info/Tutorial

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Nedarb7
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Nedarb7

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Registration Date : 2013-01-30

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PostSubject: Animation Info/Tutorial   Animation Info/Tutorial I_icon_minitime7/15/2013, 6:19 pm

Here's how to make an animation set for swbf2

Part one: creating a working animation folder

1. copy the Animations folder from: C:\BF2_ModTools\assets
  and paste in your: C:\BF2_ModTools\data_***

2. delete the everything but the SoldierAnimationBank folder

3. Create a new folder in Animations with any name you want
  (example: renegade)

4. Open the SoldierAnimationBank folder and copy the: munge_animation.bat
  and paste in your "renegade" folder

5. Delete the SoldierAnimationBank folder

6. decide what you want your animation set to be called, say squadron, then
  create a "squadron" folder in the renegade folder

7. copy and paste this on notepad (replace *** with your sides name):
  @call ..\munge_animation.bat "/keepframe0 /dest squadron.zaf" Sides\***
  then save as (make sure Save as type is set to All Files) munge.bat in the squadron folder

9. go to: C:\BF2_ModTools\assets\Animations\SoldierAnimationBank\human_0
  and copy the basepose.msh which you will need to paste in the squadron folder

10. That's all for the folder, time for part two!

Part two: Creating A working set

1. Pretty simple copy over an existing animation msh/or your own and paste it in
  the squadron folder, make sure to rename the start of the file to squadron though
  (example: fett_rifle_stand_shoot_secondary2_full to
                        squadron_rifle_stand_shoot_secondary2_full)

Note: you can find all the stock animation msh files in:
     C:\BF2_ModTools\assets\Animations\SoldierAnimationBank

2. Munge the animation set by opening the munge.bat in the squadron folder

3. in your units odf add AnimationName = "squadron" under [Properties]

4. Done, have fun!

-- IMPLEMENTING CUSTOM FIRST PERSON ANIMATIONS --

How to implement your custom first person animations:

1. Copy the FirstPerson folder from:
assets\Animations\
and paste it in your Animations folder.

2. Create your animations (Import a fp animation basepose instead of using the soldier bones. Animate it how you wish). Replace the existing fp animation mshs with your new ones, make sure the names are the same, for example:
If you make a shooting animation name it humanfp_rifle_shoot and replace the one that exists with it.

3. Edit the munge.bat in the animation set you are changing, in this case humanfp (others include droidekafp and sbdroidfp. Don't change these names). Make it look like this:
@call ..\munge_animation.bat "/keepframe0 /dest humanfp.zaf" Sides\fpanimset

Save and then run the munge.bat

4. Now go to data_***\Sides\fpanimset\ and create a req called fpanimset. Make it look like this:


Save and exit.

5. Open your LUA and find ReadDataFile("ingame.lvl"), add this on top of it:
ReadDataFile("dc:SIDE\\fpanimset.lvl")

6. Go to data_***\_BUILD\Sides\ and make a folder called fpanimset, then go to
data_***\_BUILD\Sides\REP and copy the munge.bat and clean.bat. Paste them in your new fpanimset folder.

After this munge with sides selected fpanimset and you are done!

-- OTHER INFORMATION (for making your own animation files not sets) --

Player animations work by (in most cases):

-set-_-weapon-_-pose-_-act-

Some may appear without a pose such as

-set-_-Weapon-_-act-

this usually happens for jumping, sprinting, or whatever which don't have a pose,
make sense? Does to me

You may see this as well:

-set-_-weapon-_-pose-(possibly no pose)_-act-_-scope-

this just tells the game to use a certain section of bones only rather than all of them,
keep in mind that it is limited to two or all parts as shown here
(remember, this extension is added after all the other ones!)

-scope- = upper, lower, and full

-set- = your animation set name (say squadron as previously)
-weapon- = rifle, bazooka, or tool (sabre and custom too but I'm not covering that yet)
-pose- = stand, standalert, crouch, or crouchalert (or prone for BF1)
-act- = deadhero_full, death_backward, death_forward, death_left, death_right,
          getupback, getupfront, hitback, hitfront, hitleft, hitright, idle_checkweapon,
          idle_emote, idle_lookaround, reload, runbackward, runforward, shoot, shoot_secondary2,
          shoot_secondary, turnleft, turnright, walkforward, and idle_takeknee

Check the stock animation msh files for more extensions of -act-

NOTE: I still need to add information on first person animation files


Last edited by Nedarb7 on 2/8/2014, 3:24 pm; edited 3 times in total
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TWINKEYRUNAWAY
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TWINKEYRUNAWAY

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Registration Date : 2012-07-12
Location : 411Remnant

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PostSubject: Re: Animation Info/Tutorial   Animation Info/Tutorial I_icon_minitime7/21/2013, 10:47 pm

This is very useful, thank you for this bro!
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Nedarb7
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Nedarb7

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PostSubject: Re: Animation Info/Tutorial   Animation Info/Tutorial I_icon_minitime7/26/2013, 12:02 am

I'm considering adding most of the -act- extensions... If you want you could post some and I'll add them. Smile 
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TWINKEYRUNAWAY
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TWINKEYRUNAWAY

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PostSubject: Re: Animation Info/Tutorial   Animation Info/Tutorial I_icon_minitime7/26/2013, 5:28 am

Be my guest bro, it could help others just like me.
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Nedarb7
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PostSubject: Re: Animation Info/Tutorial   Animation Info/Tutorial I_icon_minitime8/9/2013, 12:51 am

Okay, updated the tutorial :)Added -scope- info and more -act- and -pose- extensions


Last edited by Nedarb7 on 8/9/2013, 12:59 pm; edited 1 time in total
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TWINKEYRUNAWAY
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TWINKEYRUNAWAY

Messages : 196
Registration Date : 2012-07-12
Location : 411Remnant

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PostSubject: Re: Animation Info/Tutorial   Animation Info/Tutorial I_icon_minitime8/9/2013, 12:58 am

Thank you for this! The update looks very useful.
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Nedarb7
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Nedarb7

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PostSubject: Re: Animation Info/Tutorial   Animation Info/Tutorial I_icon_minitime2/8/2014, 3:27 pm

Added section on implementing custom first person animations! Here's a video of me testing a custom first person animation: CLICK HERE
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PostSubject: Re: Animation Info/Tutorial   Animation Info/Tutorial I_icon_minitime

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