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Question about making multiple animation files for a walker.

Started by BNG Da BZ Fool, June 19, 2008, 03:45:58 PM

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BNG Da BZ Fool

Should I make multiple copies of my walker model name them appropriately, and then record the animation key frames on a file by file basis? I sort of understand that each file only handles a part of the entire animation and the game engine then handles all of the files as needed to complete the actions right?

How are the files created in the beginning though? Should the first file I work on be the Skel file? For example, in the IDF walker the animation appears to be the Idle animation in the Skel file. Is that good place to start? I'm still trying to get a handle of this animation stuff, but I'm slowly beginning to grasp the concept of making something stationary move through the use of model manipulation and recorded key frames. Not really to difficult to do once a modeler understands how their' 3d programs animation tools function, but altogether alien when trying to animate across multiple files for the game. Tanks guys for any feedback in helping me to get over this um strangely wonderful hurdle.
When I'm not in hot water with the community I'm usually making models for BZII. I've made a few models for other peeps. BNG.

Nielk1

The most important thing is to confirm that everything is oriented correctly since changing pivots after starting animating will cause bad results.

Each animation should be a separate file, in your editor and after you export. Technically, BZ2 simply loads the animation instructions from the animation models and does not actually generate any mesh from those files. This can be used to your advantage as generic animation files (as long as frames have the same name) and animation files excluding all HPs and with unfixed/no flames still work.

Click on the image...

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I recommend making your Skeleton and then making sure it has first and last frames keyframed for any part that's animated during the motion sequences.

That's what makes a walker 'snap back' to the idle stance when the walk is done.

I then use that skeleton to do all of the other animations, returning everything to the idle stance at the end whenever possible.

And yes, moving any pivot after animating is a bad thing.  You can safely delete all HP's, lights, emitters, etc. for the animation files, but not any pivots.

-Av-