when these anims had been requested the first time i thought of making them but then decided against it.
now kinetusimpetus requested them a scond time and i though "why not? it would be cool".
so now here is the first version of the pistolanimations....
they are unmunged and you will have to munge them yourself
here is a tutorial about that i also included in the readme:
Hidden/Spoiler:
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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 "elite".
5. Open the "SoldierAnimationBank" folder -you will see a folder called "template" inside- rename it to "elite".
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 "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.Animationnames are set up like this:
"elite_pistol_stand_runforward_upper.msh"
"elite" 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 pistols 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 "elite.anims","elite.zafbin" and
"elite.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 = "elite"" under "[Properties]"
13.Munge your map and enjoy the new animations!
Notes:
-If you dont like the (awesome) walkanimations, just delete the "elite_pistol_stand_runforward_upper.msh" and
elite_pistol_standalert_runforward_upper.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 )
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and because a video says more than a million words and a thousand pictures:
this is a video of the current anims and now download them at the following links:
And the credits are going to:
-Whoever requested such anims the first time (I cant remember the name).
-kinetosimpetus for requesting the animations.
-Gogie for writing the unitanimation tutorial.
-Manderek for wanting to get doublepistolanimations ingame.
-Digital Tutors for some usefull informations about animating.
-Everyone who helped me with XSI.
-The whole Gametoast community for doing what they do.
Last edited by DarthD.U.C.K. on Tue Sep 01, 2009 1:17 pm, edited 3 times in total.
i didnt make seperate crouchanims but allready named the anims in the pack to override the old crouchanims with the normal standing one i made and it doesnt look too bad
Great job DarthD.U.C.K., the anims look amazing, especially the reload animation, it looks very realistic. I think all modders which have some sort of '2009' or 'WW2' project should use these anims
I would say, to comment on the video, to make the lower-arm bones(the ones attached to the wrist and elbow) not arch up so much(decrease it) and perhaps maybe make the elbows jerk a bit down with every shot, adds more realism. You can refer to how republic commando fires the pistol.
Other than that, NICE WORK! . But like I commented on another topic earlier, I believe JKA is in more dire need of this than us. But still, its good variety(the republic commando firing a pistol I bet would look way more realistic now.)
MandeRek wrote:Great job DarthD.U.C.K., the anims look amazing, especially the reload animation, it looks very realistic. I think all modders which have some sort of '2009' or'WW2'project should use these anims