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Author Topic: decompiled animations 8| (2 messages, Page 1 of 1)
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Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: Jun 30, 2013 08:46 AM    Msg. 1 of 2       
HEY!!!

I just spent the last hour an half decompiling EACH .JMO, .JMA and .JMZ file out of the floodcombat_human.model_animations file to remove the tenticles so I can rig it to a new biped without it screaming an me for node count errors.

anyways, I rigged and crud, it's in-game and rigged to the flood-human bones but since it has no tenticles I removed those bones.

anyways (again), I got ALL the files into their original-ish format (JMA ect.) and then realized that (even thought the anims worked on my tenticle-less bones) that the tenticle bones were counted as if they were there, but they weren't animated.

SO... I wanted to ask yal' if there were a quik fix for removing those WITHOUT opening Gmax again, (as in in notepad)

OR...

does anyone have a better idea that I could do within 30-40 minutes? (unless you don't reply in time and I have all of tomorrow).

:)

-Hobbet360
-Robert
-Whatever
-thanks :D


Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: Jun 30, 2013 08:33 PM    Msg. 2 of 2       
Hmm... I did that to start off with, but i got node count errors, so I messed with the node list checksum to match the animations but I didn't know what to change the things that referenced to that tentacles to.

:o

EDIT - Whoopsess, I misread, I'll try (do or do not).
Edited by hobbet360 on Jun 30, 2013 at 08:35 PM

 

 
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