
DarkLord0912
Joined: Jan 17, 2009
Works on bigger and better things
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Posted: Jul 13, 2009 08:47 AM
Msg. 1 of 8
Well I made some custom animations for my regret level when u board the gravity throne and I was wondering should I replace a animation in MC's animation graphs (animation list) or should I compile it leave it in tags and make a script use it or does it not work like that??
(advice)
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Advancebo
Joined: Jan 14, 2008
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Posted: Jul 13, 2009 11:15 AM
Msg. 2 of 8
Make it into a new set of animations.
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DarkLord0912
Joined: Jan 17, 2009
Works on bigger and better things
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Posted: Jul 13, 2009 11:27 AM
Msg. 3 of 8
what do u mean excatly? Like have an entire seperate model animations for MC or what?
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Advancebo
Joined: Jan 14, 2008
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Posted: Jul 13, 2009 11:30 AM
Msg. 4 of 8
Yeah. Then reference it through a script.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jul 13, 2009 11:38 AM
Msg. 5 of 8
(custom_animation [UNIT] [ANIMATION GRAPH] [STRING] [BOOLEAN])
[UNIT] = Unit you want to play animation [ANIMATION GRAPH] = Directory of model_animations file [STRING] = Which animation to play [BOOLEAN] = Interpolates into last animation if true I think. I could be wrong.
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DarkLord0912
Joined: Jan 17, 2009
Works on bigger and better things
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Posted: Jul 13, 2009 11:38 AM
Msg. 6 of 8
So u mean have a seperate model animation tag does it need all the regular animations? or just that one?
For ex:take regular animation swap with new one bam seperate animation tag "correct"
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jul 13, 2009 11:41 AM
Msg. 7 of 8
That I'm not sure about.
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Me KS
Joined: Feb 2, 2008
Desire is Reality. Xfire: jetmaster23
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Posted: Jul 13, 2009 06:17 PM
Msg. 8 of 8
Compile a separate model_animations tag with only the custom animations. You can then play them with the command Gamma posted through a script when needed. Edited by Me KS on Jul 13, 2009 at 06:18 PM
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