Double Weapon Skeleton (Dual Wield Animation)

Releasing the source files for your mod or map? Post em' here. (Applies to both SWBF1 & SWBF2)

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DarthD.U.C.K.
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Double Weapon Skeleton (Dual Wield Animation)

Post by DarthD.U.C.K. »

this skeleton makes an extramodel for the left weapon obsolete, you can use it universally with ALL weapons!

with it you can do funny things like:
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image
the skeleton is the shipped one with the hardpoint "hp_weapons_1" added to the left hand.
you can use this skeleton for all units except wookies, twileks etc. since they have a custom skeleton

the pack contains:
-two munged animationsets "jango" and "calo" with my doublepistolsanims and the basepose
-the raw basepose and doublepistolanims
-a guide how to attach the left weapon and a guide how to munge an animationset with custom basepose(/)+animations (both in th readme)
Hidden/Spoiler:
1. ATTACHING THE WEAPON TO THE LEFT HAND
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To attach a weapon to the left hand, add the following lines into the units odf:
"
AnimatedAddon = "left_gun"
GeometryAddon = "weap_inf_dc17pistol" // the pistols meshname
AddonAttachJoint = "hp_weapons_1"
"

2. MUNGING A NEW ANIMATIONSET/BASEPOSE
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The following tutorial explains how to create a new animationset called "double" with the new basepose.

If you want to make a custom animset because you want to rearrange the anims etc., follow the tutorial below.
If you want to use the munged animset only follow step 12 and make shure the units weapon has the animstionbank "pistol".
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How to create and munge a custom animationset:
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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 animset, ill call it "double".

5. Open the "SoldierAnimationBank" folder -you will see a folder called "template" inside- rename it to "double".

6. When you open this folder you will see another munge.bat, open it and it will look like this:
"@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 "double.zaf", close and save the munge.bat

8. open the "raw basepose"-folder, copy the basepose.msh file and paste it in your "double" folder.

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

10.Animationnames are set up like this:
"double_pistol_stand_runforward_upper.msh"
"double" determinates the animationset, if you name your animset differently you have to rename the prefix of all animations.
"pistol" is the name of the animationbank, that means that in this case all pistol will use this animation
(other animbanks are tool,meele,bazooka etc.).
"stand" is the posture, battlefront knows four postures: stand,standaler,crouch and crouchalert, the animposture is used after a wepon 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"-, and "full" or no extensions are used. if you use "upper" the lowerbody will use the stock animation for this state.

11.Now launch the munge.bat in the "Animations" folder. If you've done everything right you will now have "double.anims","double.zafbin" and
"double.zaabin" in the "munged" folder of the side you've choosen.

12.Open the odf of the unit you want to give the the new anim and write
"AnimationName = "double" under "[Properties]"

13.Munge your map and enjoy the new animations!

Notes:
-If you dont like the (awesome) standanimations, just delete the "double_tool_stand_idle_emote_full.msh" and
double_tool_standalert_idle_emote_full.msh animations and remunge the animset. Battlefront will allways use the stockanims
(humanX_...) for all animations that arent included in your customanimset.
-If you want to put anonther animationset in the hirarchy between the "human_X"- and your animset, write it behind you customanimset in your odf.
E.g. "AnimationName = "cloneassassin aalya" this unit will look in the aalya animationset if it cant find an anim in the "cloneassassin" set.
If it cant find the anim in the "aalya" animset either, it will ude the base "human_X" anim. (Of course you have to load the additional anim )
----------------------------------------------------------------------------------------------------------------------------------------------------
if you use any of the included animationsets, animations or basepose you have to credit me!

credits and further informations can be found in the readme

Download:

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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by hunting shadow »

Wow, awsome, already tested 'em, looks great. Nice Work :bowdown:
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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by Delta-1035 »

So, if I understood everything, i just have to give my unit this anims and it will have the left pistol like the right one?
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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by hunting shadow »

no, you also have to put the three lines for the animated addon in your units odf, like described in the readme
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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by Delta-1035 »

Ah, ok.

Thanks DarthD.U.C.K. good job as usual. :thumbs:
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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by Battlefiler »

nice
:yes: :thumbs:
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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by DarthD.U.C.K. »

thats right
the new thing is that you dont need an extramodel for the left weapon, i added the "hp_weapons_1" so that all righthanded weapons fit pefectly in the left hand when being attached to it

(explanation/ reply to deltas question)

and thanks by the way :D
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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by Darth_Spiderpig »

:lol:
The pics are awesome.

Downloading now, my friend. :thumbs:
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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by Deviss »

well basepose is right but when shoot or recharge also in windows select unit have normal anim XD, i tried mixing with your old files but without get it, :( better old anim
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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by DarthD.U.C.K. »

you can mix the anims however you want, the unmunged basepose and anims are included
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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by Deviss »

DarthD.U.C.K. wrote:you can mix the anims however you want, the unmunged basepose and anims are included
so really the unic useful file is basepose because create hp_weapon_1 for not need left hand weapon model :P not ?
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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by DarthD.U.C.K. »

yeah
i just put in the animations because you'd have to download the doublepistolpack and the basepose otherwise
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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by Anakin »

looks very nice
is it posible to play in the ego perspektive
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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by DarthD.U.C.K. »

no, you cant really get proper 1st-person anims ingame
but kinetus and deviss released a 1st-person model that simulates doublepostols for some weapons
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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by AQT »

Sweet, this can be very useful. Nice work, D.U.C.K.!
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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by RogueKnight »

DarthD.U.C.K. wrote:no, you cant really get proper 1st-person anims ingame
but kinetus and deviss released a 1st-person model that simulates doublepostols for some weapons
*Kinetos

Nice release D.U.C.K., I've been waiting for you to release these lol.
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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by YaNkFaN »

hey D.U.C.K have you released the unit shown in the pics yet =)
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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by Battlefiler »

nice work dath duck :yes:
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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by DarthD.U.C.K. »

its kitbash by DEVISS with cloth added by me, im shure DEVISS will release it soon
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Re: Doubleweapon skeleton released! (for ALL weapons)

Post by YaNkFaN »

o ok yea cause he was actually making that at my request so i was just wondering if he released it yet..thanks
anyway great work as always
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