Tutorial: Mixing/Creating new animationsets (FAQ)

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DarthD.U.C.K.
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Tutorial: Mixing/Creating new animationsets (FAQ)

Post by DarthD.U.C.K. »

I included this in the readme for the new pistol animations I just released but because this hasn't been exactly explained yet I think it's good to post the tutorial here also:



How to create and munge a custom animation set:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
*Steps in red are optional, those are for munging multiple animation banks at the same time*

1. Go to the BF2_ModTools\assets\Animations\ folder and copy the munge.bat clean.bat and munge_subdir.bat files.

2. Paste them in the data_YOURMAPID\Animations\ folder

3. Open the munge.bat (rightclick->edit) and delete all lines except the first 5 lines. It will look like this:
Hidden/Spoiler:
[code]@REM munge.bat
@REM Calls %1\munge.bat for all animation subdirectories

@REM soldier animation banks
@call munge_subdir.bat SoldierAnimationBank\human_0
[/code]
4. Change the "human0" entry in the "@call munge_subdir.bat SoldierAnimationBank\human_0" line to the name of your new animation set, i'll call it "elite".

5. Go to data_YOURMAPID\Animations and open the "SoldierAnimationBank" folder -you will see a folder called "template" inside- copy and rename it to "elite".

6. When you open this folder you will see another munge.bat, open it and it will look like this:

Code: Select all

"@call ..\munge_animation.bat "/keepframe0 /dest aalya.zaf" Sides\REP"
rename "REP" to the side you want to munge your animation to.

7. Rename "aalya.zaf" to "elite.zaf", close and save the munge.bat

8. Now go to the "BF2_ModTools\assets\Animations\SoldierAnimationBank\human_0" folder, copy the basepose.msh file and paste it in your "elite" folder.

9. Copy and paste the animations which came with this pack also in the "elite" folder.

10. Animation names are set up like this:
"elite_pistol_stand_runforward_upper.msh"
"elite" determinates the animation set, if you name your animation set differently you have to rename the prefix of all animations.
"pistol" is the name of the animationbank, that means that in this case all pistols will use this animation (other animationbanks are tool, melee, bazooka etc.).
"stand" is the posture, Battlefront knows four postures: stand,standalert,crouch and crouchalert, the posture animation is used after a weapon was fired.
"runforward" is the name of the state in which this animation is played. (other states are idle_emote, shoot, reload, jump etc. ).
and the "upper"-extension defines for which part of the body the animation is applied in this case its the upperbody, usually only the "upper", "full" or no extensions are used. If you use "upper" the lowerbody will use the stock animation for this state.

11.launch the munge.bat in your "elite" folder/ Now launch the munge.bat in the "Animations" folder. If you've done everything right you will now have "elite.anims","elite.zafbin" and "elite.zaabin" in the "munged" folder of the side you've chosen.
If you've done the steps correctly and you launch the munge.bat but don't see your *.anims, *.zafbin and *.zaabin in your destination "munged" folder then you may need the "fix" for your munge_animation.bat in the data_ABC\Animations\SoldierAnimationBank folder.
Overwrite the contents of your munge_animation.bat with this and munge again:
Hidden/Spoiler:
[code]@REM called from $\Animations\type\subfolder\
@REM all params are passed to zenasset
@REM if there are more than 9 parameters to pass, you can enclose all params in double quotes
@setlocal

@set MUNGE_ROOT_DIR=..\..\..
@if "%MUNGE_BIN_DIR%"=="" (
@set MUNGE_BIN_DIR=%CD%\%MUNGE_ROOT_DIR%\..\ToolsFL\Bin
@set "PATH=%CD%\%MUNGE_ROOT_DIR%\..\ToolsFL\Bin;%PATH%"
)

zenasset /multimsh /writefiles %~1 > ZenAsset.log

@mkdir %MUNGE_ROOT_DIR%\%2\MUNGED
binmunge -inputfile *.zaa -chunkid zaa_ -ext zaabin -outputdir %MUNGE_ROOT_DIR%\%2\MUNGED\
binmunge -inputfile *.zaf -chunkid zaf_ -ext zafbin -outputdir %MUNGE_ROOT_DIR%\%2\MUNGED\
del *.zaa
del *.zaf
move *.anims %MUNGE_ROOT_DIR%\%2\MUNGED\
@endlocal[/code]
12. Open the odf of the unit you want to give the the new animation and write:
AnimationName = "elite"
under "[Properties]"

13. Munge your map and enjoy the new animations!

Notes:
-If you dont like the (awesome) walk animations, just delete the "elite_pistol_stand_runforward_upper.msh" and "elite_pistol_standalert_runforward_upper.msh" animations and remunge the animation set. Battlefront will always use the stock anims (humanX_...) for all animations that arent included in your custom animation set.
-If you want to put another animation set in the hierarchy between the "human_X"- and your animation set, write it behind you custom animation set in your odf.
For example:
AnimationName = "cloneassassin aalya"
this unit will look in the aalya animation set if it cant find an animation in the "cloneassassin" set.
If it cant find the animation in the "aalya" animation set either then it will use the base "human_X" anim. (Of course you have to load the additional animation)


The files im talking about can be found here
Last edited by DarthD.U.C.K. on Sat Sep 05, 2009 3:10 pm, edited 1 time in total.
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Re: Tutorial: mixing animations/creating new animationsets

Post by Labj »

Great tut !! this can help me in some days, thanks a lot.
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Re: Tutorial: mixing animations/creating new animationsets

Post by Deviss »

awesome tutorial i think this must is in FAQ :wink:
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Munging DarthD.U.C.K's new pistol anims. {SOLVED}

Post by Par3210 »

Hi. I wanted to munge DarthD.U.C.K's new pistol anims, I have followed the tut in his readme correctly but at number 11 :
Hidden/Spoiler:
11.Now launch the munge.bat in the "Animations" folder. If you've done everything right you will now have "elite.anims","elite.zafbin" and
"elite.zaabin" in the "munged" folder of the side you've choosen.
They aren't in the side's munged folder...
Here's the munge.bat of the animation folder.
Hidden/Spoiler:
@REM munge.bat
@REM Calls %1\munge.bat for all animation subdirectories

@REM soldier animation banks
@call munge_subdir.bat SoldierAnimationBank\elite
@call munge_subdir.bat SoldierAnimationBank\human_1
@call munge_subdir.bat SoldierAnimationBank\human_2
@call munge_subdir.bat SoldierAnimationBank\human_3
@call munge_subdir.bat SoldierAnimationBank\human_4
@call munge_subdir.bat SoldierAnimationBank\human_sabre
@call munge_subdir.bat SoldierAnimationBank\human_force
@call munge_subdir.bat SoldierAnimationBank\humanlz
@call munge_subdir.bat SoldierAnimationBank\wookie
@call munge_subdir.bat SoldierAnimationBank\wookielz
@call munge_subdir.bat SoldierAnimationBank\bdroid
@call munge_subdir.bat SoldierAnimationBank\bdroidlz
@call munge_subdir.bat SoldierAnimationBank\sbdroid
@call munge_subdir.bat SoldierAnimationBank\sbdroidlz
@call munge_subdir.bat SoldierAnimationBank\vader
@call munge_subdir.bat SoldierAnimationBank\vaderlz
@call munge_subdir.bat SoldierAnimationBank\ewok
@call munge_subdir.bat SoldierAnimationBank\ewoklz
@call munge_subdir.bat SoldierAnimationBank\gam
@call munge_subdir.bat SoldierAnimationBank\gamlz
@call munge_subdir.bat SoldierAnimationBank\geo
@call munge_subdir.bat SoldierAnimationBank\geowings
@call munge_subdir.bat SoldierAnimationBank\geolz
@call munge_subdir.bat SoldierAnimationBank\gungan
@call munge_subdir.bat SoldierAnimationBank\jawa
@call munge_subdir.bat SoldierAnimationBank\jawalz
@call munge_subdir.bat SoldierAnimationBank\deathstarleia

@REM first person animation banks
@call munge_subdir.bat FirstPerson\humanfp
@call munge_subdir.bat FirstPerson\sbdroidfp
@call munge_subdir.bat FirstPerson\droidekafp

@REM addons
@call munge_subdir.bat SoldierAddon\imp_inf_vader_cape
@call munge_subdir.bat SoldierAddon\cis_inf_dooku_cape

@REM vehicles
@call munge_subdir.bat Vehicle\all_fly_kwing
@call munge_subdir.bat Vehicle\all_fly_xwing
@call munge_subdir.bat Vehicle\all_fly_snowspeeder
@call munge_subdir.bat Vehicle\all_fly_ywing
@call munge_subdir.bat Vehicle\all_walk_atpt
@call munge_subdir.bat Vehicle\all_walk_tauntaun
@call munge_subdir.bat Vehicle\cis_fly_fedcoreship
@call munge_subdir.bat Vehicle\cis_fly_maf
@call munge_subdir.bat Vehicle\cis_walk_droideka
@call munge_subdir.bat Vehicle\cis_walk_dwarfspider
@call munge_subdir.bat Vehicle\cis_walk_spider
@call munge_subdir.bat Vehicle\imp_fly_trooptrans
@call munge_subdir.bat Vehicle\imp_hover_speederbike
@call munge_subdir.bat Vehicle\imp_walk_atat
@call munge_subdir.bat Vehicle\imp_walk_atat1
@call munge_subdir.bat Vehicle\imp_walk_atst
@call munge_subdir.bat Vehicle\rep_fly_assault
@call munge_subdir.bat Vehicle\rep_fly_gunship
@call munge_subdir.bat Vehicle\rep_fly_jedifighter
@call munge_subdir.bat Vehicle\rep_fly_vtrans
@call munge_subdir.bat Vehicle\rep_hover_fightertank
@call munge_subdir.bat Vehicle\rep_walk_atte
@call munge_subdir.bat Vehicle\rep_walk_kaadu
@call munge_subdir.bat Vehicle\bes_fly_cloudcar
@call munge_subdir.bat Vehicle\tat_hover_skiff

@REM props
@call munge_subdir.bat Prop\bes2_carbon_forklift
@call munge_subdir.bat Prop\dea1_bldg_garbage_room
@call munge_subdir.bat Prop\dea1_bldg_garbage_room_door
@call munge_subdir.bat Prop\end_weap_treesmash
@call munge_subdir.bat Prop\end_weap_tripwire
@call munge_subdir.bat Prop\log_gate
@call munge_subdir.bat Prop\geo_bldg_technounion
@call munge_subdir.bat Prop\nab_walk_fambaa
@call munge_subdir.bat Prop\tat1_bldg_sarlacctentacle
@call munge_subdir.bat Prop\tat3_bldg_jabba
@call munge_subdir.bat Prop\tat3_bldg_rancor
@call munge_subdir.bat Prop\tat3_bldg_torturedroid
@call munge_subdir.bat Prop\tat3_prop_celldoor
@call munge_subdir.bat Prop\tat3_prop_trapdoor
The elite folder's munge.bat
Hidden/Spoiler:
@call ..\munge_animation.bat "/keepframe0 /dest elite.zaf" Sides\rep
The ZenAsset file.
Hidden/Spoiler:
-- Processing directory C:\BF2_ModTools\data_AMC\Animations\SoldierAnimationBank\elite
Please help.. :cpu:
Last edited by Par3210 on Tue Sep 01, 2009 3:03 pm, edited 1 time in total.
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Re: Munging DarthD.U.C.K's new pistol anims.

Post by DarthD.U.C.K. »

do you have a basepose.msh in your "elite" folder?

and this could me maybe merged with the tutorialthread some threads below
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Re: Munging DarthD.U.C.K's new pistol anims.

Post by Par3210 »

Don't worry I solved it, I forgot to do
Hidden/Spoiler:
3. Open the munge.bat (rightclick->edit) and delete all lines except the first three 4 lines.
Thanks anyway :D
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Re: Tutorial: mixing animations/creating new animationsets (

Post by AceMastermind »

DarthD.U.C.K. wrote:1. Go to the BF2_ModTools\assets\Animations\ folder and copy the munge.bat clean.bat and munge_subdir.bat files.

2. Paste them in the data_YOURMAPID\Animations\ folder

3. Open the munge.bat (rightclick->edit) and delete all lines except the first three 4 lines.

4. Change the "human0" entry in the "@call munge_subdir.bat SoldierAnimationBank\human_0" line to the name of your new animation set, i'll call it "elite".
No need for steps 1 through 4
DarthD.U.C.K. wrote:11. Now launch the munge.bat in the "Animations" folder. If you've done everything right you will now have "elite.anims","elite.zafbin" and "elite.zaabin" in the "munged" folder of the side you've chosen.
To munge your animation set you only need to click on the munge.bat located in the "elite" folder (in your example), the BF2_Jedi_Creation.doc says this as well.
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Re: Tutorial: mixing animations/creating new animationsets (FAQ)

Post by DarthD.U.C.K. »

i know that you can do that but if you have more than one custom animset its much more comfortable to enter them into the munge.bat from step 4 and run it than munging every set seperately
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Re: Tutorial: mixing animations/creating new animationsets (

Post by AceMastermind »

If you have 20 animation sets to munge then I can understand using the "batch" munging process. Most of the folks here usually aren't going to have more than one and there's no need to edit 2 batch files when only 1 is necessary. If you're already in the folder with your raw animations you may as well just click on the munge.bat and be done with it. :)
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Re: Tutorial: Mixing/Creating new animationsets (FAQ)

Post by DarthD.U.C.K. »

ok, i edited the tutorial for better effectivity
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