Duplicating _humanoid skeleton just to edit animations? -1 reply

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Zathu_Koon

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28th August 2002

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#1 12 years ago

Basically, what I'm trying to do is have a specfic model (called zathust) run on its own animations config. I've got a animations.cfg thats good to go, that I can replace the _humanoid animations with.. However, I don't want all models to do it, just this one.

So, I tried duplicating the _humanoid folder, renaming it and all corresponding files and file paths inside the files to match up to _zathuoid, as well as changing all instances of the _humanoid skeleton inside inside my zathust/model.glm to the new, same length string (_zathuoid).

Got in JKA, and it gave me this error: "WARNING: Attempted to load a unsupported multiplayer model zathust (bad or missing bone, or missing animation sequence)"

Does anyone know if what I'm trying to do is possible? Whether is be, an extra step I need to do, or if there is a completely different way to get a _humanoid based model to run off a seperate animations.cfg file?

Thanks in advance -Zathu




Inyri Forge VIP Member

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#2 12 years ago

From my knowledge of player modelling the only way you can do that is if you compile the model with that particular GLA rather than the _humanoid.gla.




Zathu_Koon

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#3 12 years ago

Hm, this might be a stupid question, but if I'm duplicating the GLA, just renaming.. Why wouldn't going in textpad and replacing all string instances of _humanoid in the GLM work?




Inyri Forge VIP Member

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#4 12 years ago

Not really my specialty. I'd imagine you'd have to hex edit it, though, and I'm not sure that would even work. I've never heard of anyone trying to hex edit anything in JA.




ArcticMonkey

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#5 12 years ago

I think the only way you'd acheive this is by doing an entirely new animations part to the coding >.< but I'm not sure. I was also told that the game CANNOT have 2 *edit >.<* _humanoid.gla's loaded at any one time. But again, Im not sure.




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#6 12 years ago

:lol:

If that were true than no player could be in a map with a protocol droid, or a howler, or any vehicle for that matter. Each of these things has its own GLA file.




ArcticMonkey

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#7 12 years ago

oops soweee i meant _humanoid.gla >.< of course i picked this info up on some forum... hmmm... i think it was ojp This is interesting, im doing some new swing and saber animations for a friend whos a good coder and has gotten new styles with new damages/uses/attributes and itd be pretty cool if each player had its own style ie: dooku gets form II animations but obiwan gets soresu or whatever its called.

*edit again*

erm.... are vehicle gla's named _humanoid too?!?!?!? :confused: im sorry i opened me mouth

*hides*

:(




minilogoguy18

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#8 12 years ago

if you make animations for a single model that only that model uses the .gla is usually compiled with the name of whatever the folder that its being compiled to. if you were to make dooku have new animations you would simply just animate everything he would need even the most baisic things and export the model and a .gla would be compiled with him. also if you were to make completely new animations you wouldnt have to use the humanoid skeleton and you could make your own cause you only need the humanoid skeleton so that it matches up with the _humanoid.gla. one constrint you would probably have to follow unless you have a coder is the names in the animation.cfg, each animation line is triggered in the code depending on its name, just like if you make a new kata for whatever style you still have to use the name of the old kata in the animation.cfg.