EGG_GUTS wrote:Nice, all I need now is a step by step guide to creating animations with already existing animations

Open up the "Animations" --> "SoldierAnimationBank" folder in your data_MODID folder. Copy the template folder and rename it to something simple to represent your animation. (ie. ANM)
You'll see this:
Code: Select all
@call ..\munge_animation.bat "/keepframe0 /dest aalya.zaf" Sides\REP
Change the "REP" to whatever you want your output folder (in your MODID/Sides) to be. If you keep it on REP, it'll go to the REP/munged folder. If you change it, it'll go to whatever side's munged folder you indicate.
Change the "aalya" to whatever you want your animation set to be called (in this example it'll be called "example").
Go ahead and copy a base set of animations to work with from BF2_ModTools\assets\Animations\SoldierAnimationBank. A good one to start with is human_sabre, although you can do whatever you want. go ahead and change (for clarity's sake) all the prefixes human_ to example_ (or whatever your animationset is called). So for example "human_sabre_crouch_idle_emote" becomes "example_sabre_crouch_idle_emote." Don't rename the basepose. (Pretty sure this is unnecessary, but it keeps things tidy.)
Then, change any of the animations to whatever you want them to be. If you want his primary attack to be someone else's primary attack, then delete "example_sabre_stand_attack1a_full.msh" and copy (for example) "mace_sabre_stand_attack1a_full.msh" into there instead. Rename it to "example_sabre_stand_attack1a_full.msh"
Now click on the munge.bat in that folder. Your new animationset is now in your Sides/REP(or whatever you indicated)/munged folder.
Then change the unit's .odf to use that animation set. (AnimationName = "example")
All you have to do is mix and match. You can do the same kind of thing with projectile weapon animations, too. Just play around.
BTW, this (or something similar) has been posted before. Look around a little and you'll find a bunch of stuff.