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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »First-Person Animation Advice (And hopefully a skinning tutorial)

Author Topic: First-Person Animation Advice (And hopefully a skinning tutorial) (7 messages, Page 1 of 1)
Moderators: Dennis

shadowce9
Joined: Mar 13, 2010

Learning Halo CE Scripting.


Posted: Mar 23, 2010 05:55 PM    Msg. 1 of 7       
Alright, so I've been experimenting with First-Person Animations and 3rd-Person Animations and decided I like fp animations better. Now, I ALMOST completely reanimated the default assault rifle for some practice (I'm making my own modified MA5).

I know what the following animations do:

first-person firing
first-person melee
first-person idle
first-person moving
first-person posing
first-person ready
first-person throw-grenade
first-person reload-full


However, my question is this: What formats should I export some of the animations in and can anyone offer guidelines for Fp Animation? Also, what do these animations do:

first-person reload-full2
(Isn't there already one?)
first-person overlays

And is there any way to actually USE the remaining animations:

first-person light-off
first-person put-away
first-person stealth-melee


I don't think the last 3 are possible (except stealth-melee, which you can replace melee with), but what format should I export all of the animations?

Any help will be appreciated.

PS: I just remembered, are there any skinning tutorials available for Halo CE weapons? I have a grip on UVW Unwrapping but making textures is a nightmare for me.
Edited by shadowce9 on Mar 23, 2010 at 05:55 PM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Mar 23, 2010 08:52 PM    Msg. 2 of 7       
You can also use JMA instead of JMM. Reload-full2 is supposed to be the reload-empty animation, I believe, except the original AR had no reload-empty animation.


shadowce9
Joined: Mar 13, 2010

Learning Halo CE Scripting.


Posted: Mar 23, 2010 11:10 PM    Msg. 3 of 7       
I tried JMA and JMM, but for some reason JMA refuses to compile -_-. Also, when I tried to get my animations in-game using the HaloAnimationEditor, I get an unhandled exception (well, warning, and it gives like a paragraph of text related to the error along with the code) error whenever I try to replace more than one animation at a time. Is there a way to fix this?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Mar 24, 2010 12:25 AM    Msg. 4 of 7       
You could use the animations you compiled as weapon animations.


arkaman
Joined: Nov 22, 2007


Posted: Mar 24, 2010 03:29 AM    Msg. 5 of 7       
Don't know if this would help, but I have a tutorial on you tube...

http://www.youtube.com/watch?v=bbN554T597s


Hope it helps.


ODX
Joined: Jul 26, 2007

A rare sight, indeed.


Posted: Mar 24, 2010 04:44 PM    Msg. 6 of 7       
Through Open Sauce, Choking Victim of Zteam was able to activate the light animation, not sure about the put-away though.

first-person overlays (JMO) is a 10 frame animation, here's a textfile I have that explains it a bit:
Quote: Name: First-Person Overlays
Animation Type: JMO (Overlay)
Frame Count: 9 [10 including 0]
Specific Frame Info: Frame 0 - Default Position
Frame 1 - Move Forwards
Frame 2 - Move Backwards
Frame 3 - Move Right
Frame 4 - Move Left
Frame 5 - Look Left
Frame 6 - Look Right
Frame 7 - Look Up
Frame 8 - Look Down
Frame 9 - Fully Automatic Firing

Description: How the weapon reacts to movement. For example,
when you move forwards, the gun lags a bit backwards, when
you move left, the gun lags a bit to the right, when you
look up, the gun points a bit more up.


shadowce9
Joined: Mar 13, 2010

Learning Halo CE Scripting.


Posted: Mar 24, 2010 06:06 PM    Msg. 7 of 7       
Thank you for your replies, I will try making a first-person overlays animation later. As for arkaman, I used your tutorials to get me started fp animating in the first place. So, thanks for uploading those.

 

 
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