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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »3rd person animations

Author Topic: 3rd person animations (8 messages, Page 1 of 1)
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CallumT
Joined: Jan 14, 2009


Posted: Jun 22, 2009 04:18 PM    Msg. 1 of 8       
ive decided to create some third person animations however i do not know how to get a .max file from my tags. can somone please explain how to do this
Edited by CallumT on Jun 23, 2009 at 07:50 AM


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Jun 22, 2009 06:11 PM    Msg. 2 of 8       
Which do you mean, first or third? Anyways, search up some tutorials on the subject when starting something new, and after following those, only post here if you are having trouble. This is not a teach-you-how forum, its a technical help forum.


yukonmuffin
Joined: May 10, 2007

Breakn' Stuff to look tough.


Posted: Jun 22, 2009 07:17 PM    Msg. 3 of 8       
you're so useless.

here, let me "Teach-you-how" like posters are supposed to:
Download The GBX model importer here: http://hce.halomaps.org/index.cfm?fid=1972
This will turn characters into .max file you can animate.
I'd suggest using .jmw (world relative animating), search the forms for some info on that.

make sure you make a separate folder for your animations. after you convert your animation to .model_animations formate, I think the command in your script should be "unit_custom_animation_at_frame" but I'm not too sure. post if you have any questions, that was kind of brief so you probably will.

(this is mostly for tp, but it probably works for fp.)


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Jun 22, 2009 08:38 PM    Msg. 4 of 8       
Quote: --- Original message by: yukonmuffin
you're so useless.

here, let me "Teach-you-how" like posters are supposed to:
Download The GBX model importer here: http://hce.halomaps.org/index.cfm?fid=1972
This will turn characters into .max file you can animate.
I'd suggest using .jmw (world relative animating), search the forms for some info on that.

make sure you make a separate folder for your animations. after you convert your animation to .model_animations formate, I think the command in your script should be "unit_custom_animation_at_frame" but I'm not too sure. post if you have any questions, that was kind of brief so you probably will.

(this is mostly for tp, but it probably works for fp.)


Umm, no. Hes asking about animating a biped. Way to fail at putting me down and being "helpful".

Here are tutorials I got by searching "animation tutorials":

http://hce.halomaps.org/index.cfm?fid=4488
http://hce.halomaps.org/index.cfm?fid=1285
http://hce.halomaps.org/index.cfm?fid=1326

Its not that hard.


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Jun 22, 2009 09:00 PM    Msg. 5 of 8       
wow so hey, dont use a .jmw for whatever youre doing.


Advancebo
Joined: Jan 14, 2008


Posted: Jun 22, 2009 10:14 PM    Msg. 6 of 8       
Yeah, use either JMM for the reloads, posing, etc. And JMO for moving overlays and looking overlays.


yukonmuffin
Joined: May 10, 2007

Breakn' Stuff to look tough.


Posted: Jun 22, 2009 11:32 PM    Msg. 7 of 8       
what is wrong with jmw?
anyways, how you going to animate a biped without nodes headhunter? He asked how to get a .max file out of his tags, that is what the gbx importer will do. you animate the nodes you get from the model importer, export it as a (see post script) then convert it to a .model_animations file you can use for your biped, like to make it animate

p.s. For reloads, jumping and stuff jmm, jma, jmr and jmo should be used. I thought this was for a cutscene, in witch case jmw is easier.

Edit:
jmAnimation
jmReplacment
jmOverlay
jmWorld-relative-animation
Edited by yukonmuffin on Jun 23, 2009 at 09:58 PM


Advancebo
Joined: Jan 14, 2008


Posted: Jun 23, 2009 12:28 AM    Msg. 8 of 8       
JMW is for BSP related animations. Such as having a Spartan going around a corner.

 

 
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