Hi
Transferred Lorien warrior from BFME2 to BFTE1. Faced with the problem of animation. Although all the animations with the model and the skeleton (from eulorwar_atka to eulorwar_wlka) transferred and created a new asset.dat. Here is the animation code:
;;================== ANIMATIONS =================================================================
; ------ Flying ------- ;
AnimationState = PASSENGER
StateName = STATE_Grabbed
Animation = Sword
AnimationName = EULorWar_FLLA
AnimationMode = LOOP
End
End
AnimationState = FREEFALL
StateName = STATE_Falling
Animation = Sword
AnimationName = EULorWar_FLYA
AnimationMode = LOOP
AnimationBlendTime = 10
AnimationSpeedFactorRange = 0.24 0.24
End
End
AnimationState = FREEFALL
StateName = STATE_Falling
Animation = Bow
AnimationName = EULorWar_FLYA
AnimationMode = LOOP
AnimationBlendTime = 10
AnimationSpeedFactorRange = 0.5 0.5
End
End
AnimationState = STUNNED_FLAILING
StateName = STATE_Fly
Animation = Sword
AnimationName = EULorWar_FLYA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.4 0.6
End
Flags = MAINTAIN_FRAME_ACROSS_STATES2
End
AnimationState = STUNNED_FLAILING
StateName = STATE_Fly
Animation
AnimationName = EULorWar_FLYA
AnimationMode = LOOP
End
Flags = MAINTAIN_FRAME_ACROSS_STATES2
End
AnimationState = DYING DEATH_1 SPLATTED
StateName = STATE_Dead
Animation = Sword
AnimationName = EULorWar_LNDA
AnimationMode = ONCE
End
End
; ------ Dying ------- ;
AnimationState = DYING DEATH_1
Animation = Sword1
AnimationName = EULorWar_DIEA
AnimationMode = ONCE
End
Animation = Sword2
AnimationName = EULorWar_DIEB
AnimationMode = ONCE
End
Animation = WantSword
AnimationName = EULorWar_DIEC
AnimationMode = ONCE
End
End
AnimationState = DYING DEATH_2
Animation = FadeOut
AnimationName = EULorWar_IDLG
AnimationMode = LOOP
End
End
AnimationState = STUNNED_STANDING_UP
StateName = STATE_GetUp
Animation = Sword
AnimationName = EULorWar_GTPA
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES4
End
AnimationState = STUNNED
StateName = STATE_Land
Animation = Sword
AnimationName = EULorWar_LNDA
AnimationMode = ONCE
End
End
;;======== TERROR
AnimationState = MOVING EMOTION_TERROR
StateName = Moving_Sword
Animation = Terror
AnimationName = EULorWar_RUNE
AnimationMode = LOOP
End
End
; ------ Attacking ------- ;
AnimationState = FIRING_OR_PREATTACK_A
StateName = Ready_Sword
Animation = AttackWithSwordA
AnimationName = EULorWar_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = AttackWithSwordB
AnimationName = EULorWar_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = AttackWithSwordD
AnimationName = EULorWar_ATKC
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
;;------------------------- BACKUP --------------------------------------------------------------------
AnimationState = MOVING BACKING_UP
StateName = STATE_BackingUp
Animation = Sword
AnimationName = EULorWar_BAKA
AnimationMode = LOOP
End
Flags = MAINTAIN_FRAME_ACROSS_STATES4
End
; ------------ Moving ------------- ;
AnimationState = MOVING ATTACKING
StateName = Moving_Sword
SimilarRestart = Yes
Animation = run_s
AnimationName = EULorWar_RUNA
AnimationMode = LOOP
End
Animation = finishrun_b
AnimationName = EULorWar_RUNB
AnimationMode = LOOP
End
End
AnimationState = MOVING
StateName = Moving_Sword
SimilarRestart = Yes
Animation = run_s
AnimationName = EULorWar_RUNA
AnimationMode = LOOP
End
Animation = finishrun_b
AnimationName = EULorWar_RUNB
AnimationMode = LOOP
End
End
AnimationState = EMOTION_UNCONTROLLABLY_AFRAID
StateName = STATE_Emotion_Sword
Animation = Sword
AnimationName = EULorWar_FERA
AnimationMode = ONCE
End
Animation = Sword2
AnimationName = EULorWar_FERA
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
End
; -------- Alert ------- ;
AnimationState = EMOTION_AFRAID
StateName = STATE_Emotion_Sword
Animation
AnimationName = EULorWar_FERA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = EMOTION_ALERT
StateName = Ready_Sword
Animation = Alert_1
AnimationName = EULorWar_IDLA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = ENGAGED
StateName = Ready_Sword
Animation = Alert_1
AnimationName = EULorWar_IDLA
AnimationMode = LOOP
End
End
AnimationState = ATTACKING
StateName = Ready_Sword
Animation = Alert_1
AnimationName = EULorWar_IDLA
AnimationMode = LOOP
End
End
;;------------ EMOTIONS ------------------------------------------------------------------
;;======= AFRAID
;;====== CELEBRATING
AnimationState = EMOTION_CELEBRATING
StateName = STATE_Emotion_Sword
Animation = Sword
AnimationName = EULorWar_CHRA
AnimationMode = ONCE
End
Animation = Sword2
AnimationName = EULorWar_CHRB
AnimationMode = ONCE
End
Animation = Sword2
AnimationName = EULorWar_CHRC
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
End
;;====== TAUNTING
AnimationState = EMOTION_TAUNTING
StateName = STATE_Emotion_Sword
Animation = Sword
AnimationName = EULorWar_TNTA
AnimationMode = ONCE
End
Animation = Sword2
AnimationName = EULorWar_TNTB
AnimationMode = ONCE
End
Animation = Sword2
AnimationName = EULorWar_TNTC
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE ;MAINTAIN_FRAME_ACROSS_STATES
End
;;====== POINTING
AnimationState = EMOTION_POINTING
StateName = STATE_Emotion_Sword
Animation = Sword
AnimationName = EULorWar_PNTA
AnimationMode = ONCE
End
Animation = Sword2
AnimationName = EULorWar_PNTB
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = RAISING_FLAG
StateName = STATE_Emotion_Sword
Animation = Sword
AnimationName = EULorWar_CHRA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = Sword2
AnimationName = EULorWar_CHRB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = Sword2
AnimationName = EULorWar_CHRC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
; ------ Selected ------ ;
AnimationState = SELECTED
StateName = STATE_Selected
Animation
AnimationName = EULorWar_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev ~= "STATE_Selected" and Prev ~= "TRANS_IdleToSelected" then
CurDrawableSetTransitionAnimState("TRANS_IdleToSelected")
end
EndScript
End
TransitionState = TRANS_IdleToSelected
Animation
AnimationName = EULorWar_ATNA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
End
TransitionState = TRANS_SelectedToIdle
Animation
AnimationName = EULorWar_ATNC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
End
; --------- Hit Reactions ---------- ;
; AnimationState = HIT_REACTION HIT_LEVEL_1
; StateName = Bored_Sword
; Animation = Hit_Level_1_a
; AnimationName = EULorWar_HITA
; AnimationMode = ONCE
; End
; End
; ------- Bored -------- ;
IdleAnimationState
StateName = Bored_Sword
Animation = Idle_Sword1
AnimationName = EULorWar_IDLB
AnimationMode = ONCE
End
Animation = Idle_Sword2
AnimationName = EULorWar_IDLC
AnimationMode = ONCE
End
Animation = Idle_Sword3
AnimationName = EULorWar_IDLD
AnimationMode = ONCE
End
Animation = IdleNoFidget
AnimationName = EULorWar_IDLE
AnimationMode = ONCE
AnimationPriority = 20
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected" then
CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
end
EndScript
End
End
Removed only the animation of paralysis and burning with BFME2, these:
AnimationState = DYING BURNINGDEATH
Animation
AnimationName = EULorWar_DIEA
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation
AnimationName = EULorWar_DIEB
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation
AnimationName = EULorWar_DIEC
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
AnimationState = BURNINGDEATH
Animation
AnimationName = EULorWar_MFDA
AnimationMode = LOOP
Distance = 130
End
End
AnimationState = PARALYZED
Animation
AnimationName = EULorWar_IDLA
AnimationMode = LOOP
End
End
But what happened: