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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Custom animation?

Author Topic: Custom animation? (33 messages, Page 1 of 1)
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Halocombatevolved
Joined: Nov 20, 2009

Son, I would've been your daddy, but, nevermind.


Posted: Sep 20, 2010 06:05 PM    Msg. 1 of 33       
How do I make an animation for master chief and have him dance, and have him do it in-game, in a cutscene?


SeanTheLawn
Joined: Sep 4, 2007


Posted: Sep 21, 2010 12:08 PM    Msg. 2 of 33       
You'll have to script it with this command:

(custom_animation [unit] [animation_graph] [string] [boolean])


Halocombatevolved
Joined: Nov 20, 2009

Son, I would've been your daddy, but, nevermind.


Posted: Sep 21, 2010 05:44 PM    Msg. 3 of 33       
Can I update the Cyborg.model_animations tag to have custom animations in it?


SeanTheLawn
Joined: Sep 4, 2007


Posted: Sep 22, 2010 11:30 AM    Msg. 4 of 33       
I don't actually know because I've never done a custom animation. All the custom animations from the original game are in their own .model_animations file though so I'd just put it in a new one if I were you.


Dr Jaul
Joined: Oct 29, 2006


Posted: Sep 24, 2010 08:34 PM    Msg. 5 of 33       
I am trying to do custom animations on a pelican for an SP level. is there anything different that has to happen for that to work?


SeanTheLawn
Joined: Sep 4, 2007


Posted: Sep 24, 2010 09:00 PM    Msg. 6 of 33       
Nope, just don't forget that with custom animations, they should be animated in relation to where they will be on the actual map. The easiest way to to do this is to convert your bsp to a format that can be imported into 3DS Max (preferably .obj, you can use Firescythe's BSP converter for this which can be found here: http://hce.halomaps.org/index.cfm?fid=2029) and import it with the pelican. Then you animate it in the right location.
Edited by SeanTheLawn on Sep 24, 2010 at 09:00 PM


Halocombatevolved
Joined: Nov 20, 2009

Son, I would've been your daddy, but, nevermind.


Posted: Sep 25, 2010 08:26 AM    Msg. 7 of 33       
How come when I make my custom animation and play it in sapien it doesn't really play it, it just shows master chief holding his gun down. Why's it doing that?


SeanTheLawn
Joined: Sep 4, 2007


Posted: Sep 25, 2010 12:09 PM    Msg. 8 of 33       
Holding his gun down? I'm not 100% sure what you mean by that. What script command(s) are you using?


Halocombatevolved
Joined: Nov 20, 2009

Son, I would've been your daddy, but, nevermind.


Posted: Sep 25, 2010 01:07 PM    Msg. 9 of 33       
custom_animation ha characters\cho\cho cho true


I put that in but what what I mean is in one hand he is holding his gun straight down at the floor, and with his other hand is just pointing straight down too except it's not holding the gun.


SeanTheLawn
Joined: Sep 4, 2007


Posted: Sep 25, 2010 03:20 PM    Msg. 10 of 33       
That sounds like your animation is messed up. It sounds like he's doing the default pose which means he's not playing any animations. Can I get a picture?


Halocombatevolved
Joined: Nov 20, 2009

Son, I would've been your daddy, but, nevermind.


Posted: Sep 25, 2010 10:41 PM    Msg. 11 of 33       


SeanTheLawn
Joined: Sep 4, 2007


Posted: Sep 26, 2010 11:41 AM    Msg. 12 of 33       
Yeah that's what I thought it was. That's the default pose of the model. Not 100% sure why it would do that... check the node checksums of the animation and the gbxmodel.


Halocombatevolved
Joined: Nov 20, 2009

Son, I would've been your daddy, but, nevermind.


Posted: Sep 26, 2010 12:41 PM    Msg. 13 of 33       
They are both 3251.

Is there a certain way I have to export it, like .jmo or .jma?
Edited by Halocombatevolved on Sep 26, 2010 at 12:43 PM


SeanTheLawn
Joined: Sep 4, 2007


Posted: Sep 26, 2010 05:58 PM    Msg. 14 of 33       
Should be .jmw

Sorry for not mentioning that.


Shade117 pro
Joined: Jul 2, 2009

Yeah bro (xfire: blue117pro) I can make cubemaps


Posted: Sep 26, 2010 09:36 PM    Msg. 15 of 33       
i have this problem right now with my animations. Ive tagged the animation properly in guerilla but and scripted it. But when i go into sapien. the cyborg just stays there with that pose. its exported as .jmw and yeah. Its really annoying. Please help


SeanTheLawn
Joined: Sep 4, 2007


Posted: Sep 26, 2010 09:57 PM    Msg. 16 of 33       
I don't know what to say. Try putting quotes around the animation directory and the animation name. (I thought it only mattered if it had spaces in it but maybe not) So Halocombatevolved's script would look like this:

custom_animation ha "characters\cho\cho" "cho" true


Also is "ha" the name of your biped or the animation? if this is formatted correctly, ha would be the biped and cho would be the animation.
Edited by SeanTheLawn on Sep 26, 2010 at 09:58 PM


Shade117 pro
Joined: Jul 2, 2009

Yeah bro (xfire: blue117pro) I can make cubemaps


Posted: Sep 26, 2010 10:20 PM    Msg. 17 of 33       
i tried that with my animation. same problem.

 custom_animation gaylord "tm\tm" "cyborgtmcutscene2" true 


SeanTheLawn
Joined: Sep 4, 2007


Posted: Sep 26, 2010 10:36 PM    Msg. 18 of 33       
Do you have the animation in the normal model_animations file for the biped or a different model_animations file specifically for this custom animation?


Halocombatevolved
Joined: Nov 20, 2009

Son, I would've been your daddy, but, nevermind.


Posted: Sep 26, 2010 10:45 PM    Msg. 19 of 33       
I didn't save it as a .jmw, so that might be the problem. And are I sopposed to set it up in guerilla because I didn't.


Shade117 pro
Joined: Jul 2, 2009

Yeah bro (xfire: blue117pro) I can make cubemaps


Posted: Sep 26, 2010 11:10 PM    Msg. 20 of 33       
Quote: --- Original message by: SeanTheLawn
Do you have the animation in the normal model_animations file for the biped or a different model_animations file specifically for this custom animation?


i have a different one.


SeanTheLawn
Joined: Sep 4, 2007


Posted: Sep 26, 2010 11:24 PM    Msg. 21 of 33       
Christ. I don't know what to tell you then. Sorry


Shade117 pro
Joined: Jul 2, 2009

Yeah bro (xfire: blue117pro) I can make cubemaps


Posted: Sep 27, 2010 01:03 AM    Msg. 22 of 33       
Its okay man, thanks anyways


SeanTheLawn
Joined: Sep 4, 2007


Posted: Sep 27, 2010 07:09 PM    Msg. 23 of 33       
Quote: --- Original message by: l283023
JMW's are world animations. You would probably want it as a JMA.


I thought Custom animations are world-relative animations so you save them as .jmw?


Halocombatevolved
Joined: Nov 20, 2009

Son, I would've been your daddy, but, nevermind.


Posted: Sep 28, 2010 08:00 PM    Msg. 24 of 33       
How do I get the .jmw plugin?


SeanTheLawn
Joined: Sep 4, 2007


Posted: Sep 28, 2010 11:00 PM    Msg. 25 of 33       
So .jmw's are only for custom vehicle animations? Good to know.


Shade117 pro
Joined: Jul 2, 2009

Yeah bro (xfire: blue117pro) I can make cubemaps


Posted: Sep 29, 2010 01:02 AM    Msg. 26 of 33       
Quote: --- Original message by: l283023
Quote: --- Original message by: SeanTheLawn
So .jmw's are only for custom vehicle animations? Good to know.

JMW's are useful for cinematic animations for vehicles.


so .jma being, NOT world relative and depending on where the initial character is placed in sapien. is better for bipeds?


Shade117 pro
Joined: Jul 2, 2009

Yeah bro (xfire: blue117pro) I can make cubemaps


Posted: Sep 29, 2010 05:08 AM    Msg. 27 of 33       
Quote: --- Original message by: l283023
Quote: --- Original message by: CtrlAltDestroy
JMA, as mentioned previously, is a base animation with dx,dy frame info. It is ideal for running/walking animations in bipeds, as it tracks x (forward/backward) and y (left/right) movement data.


i c


Halocombatevolved
Joined: Nov 20, 2009

Son, I would've been your daddy, but, nevermind.


Posted: Sep 30, 2010 06:01 PM    Msg. 28 of 33       
Quote: --- Original message by: Halocombatevolved
How do I get the .jmw plugin?


How do I get it?


SeanTheLawn
Joined: Sep 4, 2007


Posted: Sep 30, 2010 06:56 PM    Msg. 29 of 33       


Halocombatevolved
Joined: Nov 20, 2009

Son, I would've been your daddy, but, nevermind.


Posted: Oct 1, 2010 07:47 PM    Msg. 30 of 33       
Ok I tried the jmw and master chief disapered? Why did he do that?


SeanTheLawn
Joined: Sep 4, 2007


Posted: Oct 1, 2010 07:51 PM    Msg. 31 of 33       
Quote: --- Original message by: Halocombatevolved
Ok I tried the jmw and master chief disapered? Why did he do that?


Did you animate it relative to the map? He might've teleported to 0,0,0 on your map. Find where 0,0,0 would be in 3ds max on that map and look there when he plays the animation. Also, note what l283023 said about .jmw's and .jma's.
Edited by SeanTheLawn on Oct 1, 2010 at 07:51 PM


Halocombatevolved
Joined: Nov 20, 2009

Son, I would've been your daddy, but, nevermind.


Posted: Oct 1, 2010 10:22 PM    Msg. 32 of 33       
I got master chief to the place I want him but when he teleports there he does the same holding gun down thing again. BTW are I supposed to setup the animation in guerila, because all I have been doing is making the animation in 3ds max and exporting it then trying it in sapien, so do I? Did the same with jma's.


Dr Jaul
Joined: Oct 29, 2006


Posted: Oct 3, 2010 04:39 PM    Msg. 33 of 33       
ok so i finally got my animation file to compile as a jmw... but all it does is move the pelican to the origin and sits there. now i imported the animation back into 3ds max with tha halo animation importer script from ghost's project blue streak, and everything works... so what am I doing wrong?

Edited by Dr Jaul on Oct 5, 2010 at 02:10 AM

 

 
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