
shadowce9
Joined: Mar 13, 2010
Learning Halo CE Scripting.
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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
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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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.
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shadowce9
Joined: Mar 13, 2010
Learning Halo CE Scripting.
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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?
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Mar 24, 2010 12:25 AM
Msg. 4 of 7
You could use the animations you compiled as weapon animations.
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arkaman
Joined: Nov 22, 2007
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Posted: Mar 24, 2010 03:29 AM
Msg. 5 of 7
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ODX
Joined: Jul 26, 2007
A rare sight, indeed.
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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.
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shadowce9
Joined: Mar 13, 2010
Learning Halo CE Scripting.
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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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