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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »3P animation overlays

Author Topic: 3P animation overlays (3 messages, Page 1 of 1)
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032 Mendicant Bias
Joined: Feb 25, 2010

Magnum periculum est elit.


Posted: Aug 19, 2012 01:13 AM    Msg. 1 of 3       
How do I make overlays for a biped? Can anyone tell me how or link me to a tutorial? Thanks!


flameomega
Joined: Jul 19, 2010

My animation portfolio http://farzad.csprance.com/


Posted: Aug 19, 2012 01:43 PM    Msg. 2 of 3       
Quote: --- Original message by: waffles
lol coulda asked me on xfire, or even the guy animating the elite for ya.


Lel, I have no clue about overlaying :P


teh lag
Joined: May 6, 2008


Posted: Aug 19, 2012 07:59 PM    Msg. 3 of 3       
It depends on the animation in question. Assuming you mean aim-still and aim-move, the rules are the same as for any unit. You specify the number of left/right/up/down frames and degrees in the unit->weapon block animation tag, and just make animations which match those.

Unit aiming overlay frames are laid out with frame 0 as the "default" pose. Horizontal aiming is right-to-left, vertical aiming is bottom-to-top. Horizontal poses are defined within vertical poses. For example, if you defined a weapon block with 2 right frames of 45 degrees, 1 left frame of 90 degrees, and 1 up + 1 down frame of 90 degrees, your aiming animations would be laid out like so:

0 - default
1 - down (90) right-extreme (90)
2 - down (90) right-mid (45)
3 - down (90) center (0)
4 - down (90) left (90)

5 - center (0) right-extreme (90)
6 - center (0) right-mid (45)
7 - center (0) center (0) [same as default]
8 - center (0) left (90)

9 - up (90) right-extreme (90)
10 - up (90) right-mid (45)
11 - up (90) center (0)
12 - up (90) left (90)

As far as I can tell the rules for aim-move are the same as aim-still.
Edited by teh lag on Aug 19, 2012 at 08:00 PM

 

 
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