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Custom Animation Freezes!

bfme 1 animation custom

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#1 Maximan

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Posted 07 April 2013 - 12:13 PM

Hello.

 

I added my Animations with right paths and everything to my Mod.big.

But when it comes to ingame when the my "Custom Animation" tries to play, it simply freezes on the current animation, or tries to keep using the one it uses before over and over again (like the Walk animation / run W/E it is for you).

 

Please help. :)



#2 Ridder Geel

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Posted 07 April 2013 - 04:05 PM

And this animation plays correctly in the w3d viewer?


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#3 Maximan

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Posted 07 April 2013 - 04:34 PM

yes except the Weapon it turns into some weird angel i didn't choose



#4 Lauri

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Posted 07 April 2013 - 05:30 PM

Show us how you coded it in please?


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#5 Maximan

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Posted 07 April 2013 - 06:36 PM

if it is ini data then here:

 

 

 

IdleAnimationState
        StateName = STATE_Idle
        Animation = IDLB ; bored
            AnimationName = MUOrcWarr_SKL.MUOrcWarr_ANIM
            AnimationPriority = 4
            AnimationMode        =    ONCE
            AnimationBlendTime    = 15
        End
        Animation = IDLO
            AnimationName = MUOrcWarr_SKL.MUOrcWarr_ANIM
            AnimationPriority = 1
            AnimationMode        =    ONCE
            AnimationBlendTime    = 15
        End        
        Animation = IDLP
            AnimationName = MUOrcWarr_SKL.MUOrcWarr_ANIM
            AnimationPriority = 1
            AnimationMode        =    ONCE
            AnimationBlendTime    = 15
        End        
        Animation = IDLQ
            AnimationName = MUOrcWarr_SKL.MUOrcWarr_ANIM
            AnimationPriority = 1
            AnimationMode        =    ONCE
            AnimationBlendTime    = 15
        End        
        Animation = IDLR
            AnimationName = MUOrcWarr_SKL.MUOrcWarr_ANIM
            AnimationPriority = 1
            AnimationMode        =    ONCE
            AnimationBlendTime    = 15
        End        
        Animation = IDLS
            AnimationName = MUOrcWarr_SKL.MUOrcWarr_ANIM
            AnimationPriority = 1
            AnimationMode        =    ONCE
            AnimationBlendTime    = 15
        End
        Animation = IDLM
            AnimationName = MUOrcWarr_SKL.MUOrcWarr_ANIM
            AnimationPriority = 1
            AnimationMode        =    ONCE
            AnimationBlendTime    = 15
        End
        Animation = IDLL
            AnimationName = MUOrcWarr_SKL.MUOrcWarr_ANIM
            AnimationPriority = 1
            AnimationMode        =    ONCE
            AnimationBlendTime    = 15
        End
        Flags                =    RESTART_ANIM_WHEN_COMPLETE                                
        BeginScript
            Prev = CurDrawablePrevAnimationState()
            if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_to_Idle") end
        EndScript        
    End
 

I replaced all the Muorcwarr_skl.muorcwarr_IDLN with my animation as I did first time I started modding it, and that worked well

 

:)



#6 Lauri

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Posted 07 April 2013 - 07:36 PM

You know, you can just remove all the Animations except 1 when you do it that way? :p

 

You're sure MUOrcWarr_SKL is the skeleton, right? Other than that, I can't see the problem.. Did you add it correctly to the asset.dat?


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#7 Maximan

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Posted 07 April 2013 - 09:10 PM

yes I am 100% sure that muorcwarr_skl is the one i used, i used the EA Asset builder (On BFME 1.00). :)

 

 

 

 

(Off Topic) I also just tried to create my own Gondor Archer Model where I took Gumaarms w/e the name is as SKN and delete the skeleton then hided the mesh importing the Gondor archer removing the mesh from gondor archer and start from there but I kept the arrows bows and fire upgrade and I got a invisible model...

 

I dunno what there is wrong....

 


Edit: I putted the Animation in art/w3d then i runned EA's asset builder


Edited by MaximanBFME2Tut, 07 April 2013 - 09:10 PM.





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