A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Augmenting Pre-existing First Person Animations.

Author Topic: Augmenting Pre-existing First Person Animations. (5 messages, Page 1 of 1)
Moderators: Dennis

Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jan 30, 2015 01:45 PM    Msg. 1 of 5       
Hello all......again.

You'll be delighted to know that I have stumbled upon yet another roadblock.


This time I would like to edit the fp animations for most of the UNSC weapons contained in the vanilla tagset. Unfortunately I'm at a loss to figure out how it actually can be done.

Sparkies video got me 75% there but I was disappointed at the end when I realized he hadn't successfully imported the Ar anim entirely correctly.

Just to recap I want to be able to import a first person animation of any kind from pretty much any weapon but I would like it to be setup and to play exactly as it would in game.

I heard a rumor teh lag may have some files similar to this, but I am pretty confident they are his own custom animations and not the originals.

https://www.youtube.com/watch?v=1QF1hmOp8mU < Sparkies tut for reference.



(BTW I have already tried importing the fp cyborg arms and a weapon of my choice using the gbx model importer, I then tried to import the animation which I wanted to use but it screwed up and the arms flail everywhere)


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Jan 30, 2015 02:27 PM    Msg. 2 of 5       
Again phone posting so can't link.
I made a tutorial for that. Its on my YouTube and I think its called importing halo animations to max or something like that.
edit. I forgot that tutorial is to get halo anims on a system biped in and to adjust/blend mocaps.
Edited by Maniac1000 on Jan 30, 2015 at 02:31 PM
Edited by Maniac1000 on Jan 30, 2015 at 02:32 PM
Edited by Maniac1000 on Jan 30, 2015 at 02:32 PM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jan 31, 2015 06:45 AM    Msg. 3 of 5       
Quote: --- Original message by: sparky
The animation needs to match the model so that there are the same markers and nodes and they have the same hierarchy. If it's a JMO overlay animation, then with the current animation importing script for 3ds max, you will only get distinct locations based upon frame, not a smooth movement animation.


So there is no other way to fix this problem?

Probably not.

Anyway I can view animation data to see the hierarchy of all the nodes and markers? Including there child and parent links.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Jan 31, 2015 10:55 AM    Msg. 4 of 5       


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jan 31, 2015 10:57 AM    Msg. 5 of 5       
Quote: --- Original message by: Maniac1000
https://www.youtube.com/watch?v=5M7mUB_fZZ8

This does not help?


Not currently at my abode, will check when I get back to my pc. Thanks in advance guys for replying you are all awesome.

Two awesome?

To be confirmed.
Edited by SS Flanker on Jan 31, 2015 at 10:59 AM

 

 
Previous Older Thread    Next newer Thread







Time: Fri January 20, 2023 1:49 PM 157 ms.
A Halo Maps Website