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Author Topic: How to i make animations for Halo CE (5 messages, Page 1 of 1)
Moderators: Dennis

Grunter
Joined: Apr 6, 2015

I'm back from the dead and reporting for duty!


Posted: Jun 8, 2015 06:38 PM    Msg. 1 of 5       
I want to know what file type it uses and i want to know how to decompile and compile the models.


SGT Arroyo
Joined: Jul 23, 2014

golden


Posted: Jun 9, 2015 06:24 AM    Msg. 2 of 5       
Quote: --- Original message by: Grunter
I want to know what file type it uses and i want to know how to decompile and compile the models.
file typed vary download cad animation exporter and gearbox model importer Ps some biped animals notes idle anims are best as jmm move anims jma aim anims are 9 frames frame 1 down right frame 2 down mid frame 3 down left then same thing but aim mid then top


Grunter
Joined: Apr 6, 2015

I'm back from the dead and reporting for duty!


Posted: Jun 9, 2015 08:03 AM    Msg. 3 of 5       
Quote: --- Original message by: SGT Arroyo
Quote: --- Original message by: Grunter
I want to know what file type it uses and i want to know how to decompile and compile the models.
file typed vary download cad animation exporter and gearbox model importer Ps some biped animals notes idle anims are best as jmm move anims jma aim anims are 9 frames frame 1 down right frame 2 down mid frame 3 down left then same thing but aim mid then top

But what are all of the file types?


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jun 9, 2015 08:10 AM    Msg. 4 of 5       
Quote: --- Original message by: Grunter
Quote: --- Original message by: SGT Arroyo
Quote: --- Original message by: Grunter
I want to know what file type it uses and i want to know how to decompile and compile the models.
file typed vary download cad animation exporter and gearbox model importer Ps some biped animals notes idle anims are best as jmm move anims jma aim anims are 9 frames frame 1 down right frame 2 down mid frame 3 down left then same thing but aim mid then top

But what are all of the file types?


Courtesy of CTRL+ALT+Destroy.

"JMM is a base animation with no frame info data. This is ideal for FP animations as it does not cause tool to store redundant data (ie: JMA stores dx,dy frame info data, which is used for bipeds).
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.
JMT is a base animation with dx,dy,dyaw frame info. This is used in turning animations for bipeds, where frame data is needed to track yaw (z axis) rotation. Much like how dx,dy frame info allows the game to determine how fast an AI moves, dyaw allows the game to determine how much the biped turns, along with the dx,dy frame info that JMA provides (hence dx,dy,dyaw).
JMZ is a base animation with dx,dy,dz,dyaw frame info, it provides everything a JMT animation does, but with the addition of dz frame info, which obviously is movement on the z axis.
JMO is an overlay animation. Aptly named, these animations 'overlay' themselves onto base animations or otherwise. Rather than animating the object with absolute transformations, they use relative transformations to modify an animation already playing. An example of an overlay animation is the first person moving animation. Rather than wasting time animating 'moving' variants of the reload, ready, fire, idle, etc. animations, a simple moving overlay animation is used to simulate the "sway" of the gun, regardless of what animation is playing.
JMR is a replacement animation. These animations are more like base animations than anything, but with a few differences. In a base animation, even if some nodes are left unanimated (still throughout the entire animation), in the final product ingame, they will appear as "still" throughout the entire animation. Replacement animations, on the other hand, ignore unanimated nodes. This is useful in many cases, for example: If a reload animation for a biped (tp, not fp) was made to be a base animation, many variants of it would have to be made: reloading while still, reloading while moving forward/backward/left/right, reloading while crouching, the list goes on... With a replacement animation, one can just animate the upper body movement (spine, arms and what have you) and leave the lower body still. This allows the game to play the base animation of running, crouching etc for the lower body and play the reload animation on the upper body. Much more efficient.
JMW is a world relative animation. This is useful for cinematic animations (read: NOT recorded animations, thats a whole other subject). World relative animations are played relative to... well... the world (ie: the origin [0,0,0] point of the level). This allows the animator to animate, say, a pelican directly on the level geometry and have it work flawlessly ingame.
"


Additionally a popular user named, Sparky created this very useful and thorough VT which whilst not exclusively related to the quote above it does at least cover the topic of this thread.

https://www.youtube.com/watch?v=1QF1hmOp8mU


Helpfulness rating?

Edited by SS Flanker on Jun 9, 2015 at 08:58 AM


NeX
Joined: Apr 11, 2013


Posted: Jun 9, 2015 08:11 AM    Msg. 5 of 5       
Quote: --- Original message by: Grunter
Quote: --- Original message by: SGT Arroyo
Quote: --- Original message by: Grunter
I want to know what file type it uses and i want to know how to decompile and compile the models.
file typed vary download cad animation exporter and gearbox model importer Ps some biped animals notes idle anims are best as jmm move anims jma aim anims are 9 frames frame 1 down right frame 2 down mid frame 3 down left then same thing but aim mid then top

But what are all of the file types?


Aw jeiz. I think it's like, .jma and .jms or some such for starters. Only commenting as placeholder until someone with actual knowledge shows up

 

 
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