Jump to content


tiberiumleader

Member Since 30 Apr 2017
Offline Last Active Jun 30 2021 06:52 PM

Topics I've Started

Animation problem (lurtz)

24 January 2018 - 06:24 PM

Hello,
 
After days of torment Ill try asking here, 
 
I've been trying to add a new Isengard scout unit/horde, with a pike and a sword as a weapon switch. For the pike I used the Guardians of the White City pike animation, which works 100%. But for the sword weapon switch Im trying to add Lurtz's sword animations, but the units animations seem to be malfunctioning. Their walk, attack and other animations seem te be wrong, like their entire body is oddly shaped. It all looks rather derpy. 
 
Now I am kinda new with animations, so pls let me know if I made mistakes.
I am hoping anyone can help me, thanks in advance!
 
With kind regards,
 

 

TiberiumLeader


;;====================== MODELS ================================================================
; --------- With Spear ------------
        DefaultModelConditionState
            Model                        = iu_pikescout ; gupalawchtrb
            Skeleton                     = GUTwrGrd_SKL
        End

; --------- With Sword ------------
        ModelConditionState              = WEAPONSET_TOGGLE_1
            Model                        = iuscoutsword ; gupalawchtr
            Skeleton                     = iulurtz_skl
        End

;;================== ANIMATIONS =================================================================

        ; ------ Flying ------- ;
        
   
        AnimationState                    = PASSENGER
            StateName                    = STATE_Grabbed
            Animation                    = Bow
                AnimationName                    = GUTwrGrd_FLLA
                AnimationMode                    = LOOP
            End
        End
        
  
        AnimationState                    = FREEFALL
            StateName                    = STATE_Falling
            Animation                    = Bow
                AnimationName                    = GUTwrGrd_FLYA
                AnimationMode                    = LOOP
                AnimationBlendTime                = 10
            End
        End
        
;---------------------- ADDED ANIMATIONS---------


        AnimationState        = STUNNED_FLAILING WEAPONSET_TOGGLE_1
            Flags               = RANDOMSTART
            Animation           = FLYA
                AnimationName     = IULurtz_SKL.IULurtz_FLYB    ; bow
                AnimationMode     = LOOP
            End
        End

   

        AnimationState                    = STUNNED_FLAILING
            StateName                    = STATE_Fly
            Animation
                AnimationName                    = GUTwrGrd_FLYA
                AnimationMode                    = LOOP
            End
            Flags                        = MAINTAIN_FRAME_ACROSS_STATES2
        End


;------------------------ADDED

        AnimationState        = DYING SPLATTED WEAPONSET_TOGGLE_1
            Animation           = LNDA
                AnimationName     = IULurtz_SKL.IULurtz_LNDB    ; sword
                AnimationMode     = ONCE
            End
        End


   
        
        AnimationState                    = DYING SPLATTED
            StateName                    = STATE_Dead
            Animation                    = Bow
                AnimationName            = GUTwrGrd_LNDA
                AnimationMode            = ONCE
            End
        End
        
                ; ------ Dying ------- ;


        AnimationState        = DYING WEAPONSET_TOGGLE_1
            Animation           = DIEA
                AnimationName     = IULurtz_SKL.IULurtz_DIEA    ; sword
                AnimationMode     = ONCE
            End
        End

   


       
        
        AnimationState                    = DYING
            Animation           = DIEA
                AnimationName     = GUTwrGrd_DIEA
                AnimationMode     = ONCE
                AnimationSpeedFactorRange = 0.8 1.2
            End
            Animation           = DIEA
                AnimationName     = GUTwrGrd_DIEB
                AnimationMode     = ONCE
                AnimationSpeedFactorRange = 0.8 1.2
            End
            Animation           = DIEA
                AnimationName     = GUTwrGrd_DIEC
                AnimationMode     = ONCE
                AnimationSpeedFactorRange = 0.8 1.2
            End

        End
        

        AnimationState        = STUNNED_STANDING_UP WEAPONSET_TOGGLE_1
            Animation           = GTPB
                AnimationName     = IULurtz_SKL.IULurtz_GTPB    ; sword
                AnimationMode     = ONCE
                AnimationSpeedFactorRange = 1.5 1.5
            End
        End

    
        
        
        AnimationState                    = STUNNED_STANDING_UP
            StateName                    = STATE_GetUp
            Animation                   = Bow
                AnimationName     = GUTwrGrd_GTPA
                AnimationMode     = ONCE
                AnimationSpeedFactorRange = 1.5 1.5
            End
            Animation                   = WantBow
                AnimationName     = GUTwrGrd_GTPA
                AnimationMode     = ONCE
                AnimationSpeedFactorRange = 1.5 1.5
            End
            Flags                        = MAINTAIN_FRAME_ACROSS_STATES4

        End

        AnimationState        = STUNNED WEAPONSET_TOGGLE_1        ; sword
            Animation           = LNDB
                AnimationName     = IULurtz_SKL.IULurtz_LNDB
                AnimationMode     = ONCE
            End
        End    

  
        
        AnimationState                    = STUNNED
            StateName                    = STATE_Land
            Animation                   = Bow
                AnimationName     = GUTwrGrd_LNDA
                AnimationMode     = ONCE
            End
            Animation                   = WantBow
                AnimationName     = GUTwrGrd_LNDA
                AnimationMode     = ONCE
            End
            Flags                        = MAINTAIN_FRAME_ACROSS_STATES3

        End


                
;;======== TERROR

     
        AnimationState                    = MOVING EMOTION_TERROR
            StateName                    = Moving_Bow
            Animation                    = RunAway_3
                AnimationName            = GUTwrGrd_RUNE
                AnimationMode            = LOOP
            End
            Flags                        = RESTART_ANIM_WHEN_COMPLETE MAINTAIN_FRAME_ACROSS_STATES
        End


        ; ------ Attacking ------- ;

        ; Bow Melee - Attacking Anims [Weapon_A]
        AnimationState        = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1
            StateName           = WithSword
            Animation            = ATKH_CLOSE_Range3
                AnimationName    = IULurtz_SKL.IULurtz_ATKH
                AnimationMode    = ONCE
                UseWeaponTiming    = Yes
                AnimationPriority    =    5
            End
            Animation            = ATKK_CLOSE_Range4
                AnimationName    = IULurtz_SKL.IULurtz_ATKK
                AnimationMode    = ONCE
                UseWeaponTiming    = Yes
                AnimationPriority    =    1
            End            
            StateName = SwordReady
        End
        
     

        AnimationState                    = FIRING_OR_PREATTACK_A
            StateName                    = Ready_Bow
            Animation                   = AttackWithBowA
                AnimationName           = GUTwrGrd_ATKA
                AnimationMode           = ONCE
                UseWeaponTiming            = Yes
            End
            Animation                   = AttackWithBowB
                AnimationName           = GUTwrGrd_ATKB
                AnimationMode           = ONCE
                UseWeaponTiming            = Yes
            End
            Animation                   = AttackWithBowC
                AnimationName           = GUTwrGrd_ATKC
                AnimationMode           = ONCE
                UseWeaponTiming            = Yes
            End
        End

        
;;------------------------- BACKUP --------------------------------------------------------------------
        AnimationState                = MOVING BACKING_UP WEAPONSET_TOGGLE_1
            Animation                = BackingUp
                AnimationName        = IULurtz_SKL.IULurtz_BAKB ; IULurtz_SKL.IULurtz_BAKA
                AnimationMode        = LOOP
            End
            Flags = RANDOMSTART
            StateName = SwordReady
        End

    
        AnimationState                    = MOVING BACKING_UP
            StateName                    = STATE_BackingUp
            Animation                    = Bow
                AnimationName        =    GUTwrGrd_BAKA
                AnimationMode        =    LOOP
            End
            Animation                    = WantBow
                AnimationName        =    GUTwrGrd_BAKB
                AnimationMode        =    LOOP
            End
            Flags                        = MAINTAIN_FRAME_ACROSS_STATES4

        End
    
        ; ------------ Moving ------------- ;

        AnimationState        = MOVING WEAPONSET_TOGGLE_1
            Animation                = RunWithSword
                AnimationName        = IULurtz_SKL.IULurtz_RUNA ; IULurtz_SKL.IULurtz_RUNA
                AnimationMode        = LOOP
                AnimationSpeedFactorRange = 1.1 1.1
            End
            Flags               = RANDOMSTART
            ;BeginScript
            ;    Prev = CurDrawablePrevAnimationState()
            ;    if Prev == "RunningBow" then CurDrawableSetTransitionAnimState("Trans_Bow_To_Sword_Running") end
            ;EndScript
            StateName = RunningSword
        End
  
        
        AnimationState                    = MOVING
            StateName                    = Moving_Bow
            SimilarRestart                = Yes
            Animation
                AnimationName     = GUTwrGrd_RUNA
                AnimationMode     = LOOP
            End
            Animation
                AnimationName     = GUTwrGrd_RUNB
                AnimationMode     = LOOP
            End
            Flags = RANDOMSTART
        End

        AnimationState        = MOVING WEAPONSET_TOGGLE_1 FIRING_OR_PREATTACK_A
            Animation           = TrotAndFire
                AnimationName       = IULurtz_SKL.IULurtz_ATRA
                AnimationMode       = LOOP
            End
            Flags               = RANDOMSTART
            StateName = RunAndSwing
        End

        
    
        ; -------- Alert ------- ;
        
 
        AnimationState                    = EMOTION_ALERT
            StateName                    = Ready_Bow
            
            Animation                    = IDLB
                AnimationName            = GUTwrGrd_IDLA
                AnimationMode            = LOOP
            End

        End 



;-----ENGAGED

        AnimationState        = ENGAGED WEAPONSET_TOGGLE_1
            Animation           = IDLG
                AnimationName     = IULurtz_SKL.IULurtz_IDLA    ; sword idle
                AnimationMode     = LOOP
                AnimationBlendTime = 15
            End
            StateName = SwordReady
        End
        
    

        AnimationState                    = ENGAGED
            StateName                    = Ready_Bow
            
            Animation                    = IDLB
                AnimationName            = GUTwrGrd_IDLA
                AnimationMode            = LOOP
            End

        End

;---------TEST STUFF BELOW

        AnimationState                    = ATTACKING WEAPONSET_TOGGLE_1
            StateName           = WithSword
            Animation            = ATKH_CLOSE_Range3
                AnimationName    = IULurtz_SKL.IULurtz_ATKH
                AnimationMode    = ONCE
                UseWeaponTiming    = Yes
                AnimationPriority    =    5
            End
            Animation            = ATKK_CLOSE_Range4
                AnimationName    = IULurtz_SKL.IULurtz_ATKK
                AnimationMode    = ONCE
                UseWeaponTiming    = Yes
                AnimationPriority    =    1
            End            
            StateName = SwordReady
        End

        AnimationState                    = ATTACKING
            StateName                    = Ready_Bow
            
            Animation                    = IDLB
                AnimationName            = GUTwrGrd_IDLA
                AnimationMode            = LOOP
            End

        End
        
        
        
;;------------ EMOTIONS ------------------------------------------------------------------
;;======= AFRAID

    
        AnimationState                    = EMOTION_AFRAID 
            StateName                    = STATE_Emotion_Bow
            Animation                    = Bow
                AnimationName            = GUTwrGrd_FERA
                AnimationMode            = LOOP
            End    
            Animation                    = Bow2
                AnimationName            = GUTwrGrd_FERA
                AnimationMode            = LOOP
            End
            Flags                        = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE  
        End
        
;;====== CELEBRATING        

        AnimationState            =    EMOTION_CELEBRATING WEAPONSET_TOGGLE_1
            Animation           =    CHRB
                AnimationName   =    IULurtz_SKL.IULurtz_CHRB ;do we have another?
                AnimationMode   =    LOOP
                AnimationSpeedFactorRange = 0.8 1.2
            End                        
            StateName = SwordReady
            Flags                = RESTART_ANIM_WHEN_COMPLETE    
        End

        AnimationState            =    EMOTION_CELEBRATING WEAPONSET_TOGGLE_1
            Animation
                AnimationName   =    IULurtz_SKL.IULurtz_TNTB
                AnimationMode   =    LOOP
            End                        
            StateName = SwordReady
        End

        AnimationState                    = EMOTION_CELEBRATING
            StateName                    = STATE_Emotion_Bow
            Animation                    = Bow
                AnimationName            = GUTwrGrd_CHRA
                AnimationMode            = LOOP
            End
            Animation                    = Bow2
                AnimationName            = GUTwrGrd_CHRB
                AnimationMode            = LOOP
            End
            Flags                        = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE  
        End

;;====== TAUNTING

        AnimationState            =    EMOTION_TAUNTING WEAPONSET_TOGGLE_1
            Animation
                AnimationName   =    IULurtz_SKL.IULurtz_TNTB
                AnimationMode   =    LOOP
            End                        
            StateName = SwordReady
        End

        AnimationState                    = EMOTION_TAUNTING
            StateName                    = STATE_Emotion_Bow
            Animation                    = Bow1
                AnimationName            = GUTwrGrd_TNTA
                AnimationMode            = LOOP
            End
            Animation                    = Bow2
                AnimationName            = GUTwrGrd_TNTB
                AnimationMode            = LOOP
            End
            Flags                        = RESTART_ANIM_WHEN_COMPLETE
        End

;;====== POINTING

       

        AnimationState                    = EMOTION_POINTING
            StateName                    = STATE_Emotion_Bow
            Animation                    = Bow
                AnimationName            = GUTwrGrd_PNTA
                AnimationMode            = LOOP
            End
            Animation                    = Bow2
                AnimationName            = GUTwrGrd_PNTB
                AnimationMode            = LOOP
            End
            Flags                        = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
        End
        
        ; ------ Selected ------ ;

        AnimationState        = SELECTED WEAPONSET_TOGGLE_1
            Animation           = ATNB
                AnimationName     = IULurtz_SKL.IULurtz_ATNB
                AnimationMode     = LOOP
            End
            
            BeginScript
                Prev = CurDrawablePrevAnimationState()
                if Prev == "BowIdle" then CurDrawableSetTransitionAnimState("Trans_To_Attention_Bow") end
                if Prev == "RunningSword" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow_Straight") end
                if Prev == "SwordReady" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow_Straight") end
            EndScript
            StateName = BowReady
        End

  

        AnimationState                =    SELECTED 
            StateName               =    Selected_Bow
            
            Animation                =    ATNE
                AnimationName            = GUTwrGrd_ATNB
                AnimationMode            = LOOP
            End
            
        End
        
        
        ; --------- Hit Reactions ---------- ;

	AnimationState = HIT_REACTION HIT_LEVEL_1 WEAPONSET_TOGGLE_1
            Animation = Hit_Level_1_a
                AnimationName = IULurtz_SKL.IULurtz_HITA
                AnimationMode = ONCE
            End
            Animation = Hit_Level_1_b
                AnimationName = IULurtz_SKL.IULurtz_HITB
                AnimationMode = ONCE
            End
            StateName = SwordReady
        End
        
 
        AnimationState                         = HIT_REACTION HIT_LEVEL_1
            StateName                        = Bored_Bow
            Animation                         = Hit_Level_1_a
                AnimationName                = GUTwrGrd_HITA
                AnimationMode                = ONCE
            End
        End
        
        
        ; ------- Bored -------- ;

        AnimationState        = WEAPONSET_TOGGLE_1
            Animation           = IDLF
                AnimationName     = IULurtz_SKL.IULurtz_IDLF
                AnimationMode     = ONCE
            End
            Animation           = IDLB
                AnimationName     = IULurtz_SKL.IULurtz_IDLB
                AnimationMode     = ONCE
            End
            Animation           = IDLC
                AnimationName     = IULurtz_SKL.IULurtz_IDLC
                AnimationMode     = ONCE
            End
            BeginScript
                Prev = CurDrawablePrevAnimationState()
                if Prev == "BowReady" then CurDrawableSetTransitionAnimState("Trans_Bow_To_Sword_Straight") end
                if Prev == "RunningBow" then CurDrawableSetTransitionAnimState("Trans_Bow_To_Sword_Straight") end
                if Prev == "SwordReady" then CurDrawableSetTransitionAnimState("Trans_To_Bored_Sword") end
            EndScript
            Flags               = RESTART_ANIM_WHEN_COMPLETE
            StateName = SwordIdle
        End   
        
 
        
        IdleAnimationState
            StateName                    = Bored_Bow 
            Animation                    = IDLA
                AnimationName            = GUTwrGrd_IDLA
                AnimationMode            = ONCE
                AnimationBlendTime        = 15
                AnimationSpeedFactorRange = 0.8 1.2
            End
            Animation                    = IDLC
                AnimationName            = GUTowerGrd_IDLC
                AnimationMode            = ONCE
                AnimationBlendTime        = 5
                AnimationSpeedFactorRange = 0.8 1.2
            End
            Animation                    = IDLD
                AnimationName            = GUTowerGrd_IDLD
                AnimationMode            = ONCE
                AnimationBlendTime        = 5
                AnimationSpeedFactorRange = 0.8 1.2
            End
            Animation                    = IDLE
                AnimationName            = GUTowerGrd_IDLE
                AnimationMode            = ONCE
                AnimationBlendTime        = 5
                AnimationSpeedFactorRange = 0.8 1.2
            End
            Animation                    = IDLF
                AnimationName            = GUTowerGrd_IDLF
                AnimationMode            = ONCE
                AnimationBlendTime        = 5
                AnimationSpeedFactorRange = 0.8 1.2
            End
            ;BeginScript
            ;    Prev = CurDrawablePrevAnimationState()
            ;    if Prev == "STATE_Idle_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow") end
            ;    if Prev == "STATE_Selected_Bow" then CurDrawableSetTransitionAnimState("TRANS_SelectedToBoredBow") end
            ;EndScript
            Flags                        = RESTART_ANIM_WHEN_COMPLETE
        End

        
        IdleAnimationState        = WEAPONSET_TOGGLE_1
            Animation           = IDLI
                AnimationName     = IULurtz_SKL.IULurtz_IDLI
                AnimationMode     = ONCE
                AnimationPriority = 2
            End
            ;this is his bow out idle
            Animation           = IDLH
                AnimationName     = IULurtz_SKL.IULurtz_IDLH
                AnimationMode     = ONCE
                AnimationPriority = 20
            End
            Animation           = IDLJ
                AnimationName     = IULurtz_SKL.IULurtz_IDLJ
                AnimationMode     = ONCE
                AnimationPriority = 2
            End
            Animation           = IDLK
                AnimationName     = IULurtz_SKL.IULurtz_IDLK
                AnimationMode     = ONCE
                AnimationPriority = 2
            End
            Animation           = IDLP
                AnimationName     = IULurtz_SKL.IULurtz_IDLP
                AnimationMode     = ONCE
                AnimationPriority = 1
            End
            ;BeginScript
            ;    Prev = CurDrawablePrevAnimationState()
            ;    if Prev == "Sword" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow") end
            ;    if Prev == "BowReady" then CurDrawableSetTransitionAnimState("Trans_To_Bored_Bow") end
            ;    if Prev == "RunningSword" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow") end
            ;    if Prev == "SwordReady" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow") end
            ;EndScript

            StateName = BowIdle
        End

        ;-------------- Weapon Change Transitions --------------------------;

        TransitionState       = Trans_Bow_To_Sword

            Animation           = BtoS2
                AnimationName     = IULurtz_SKL.IULurtz_IDLM
                AnimationMode     = ONCE
            End
        End
        TransitionState       = Trans_Sword_To_Bow

            Animation           = BtoS2
                AnimationName     = IULurtz_SKL.IULurtz_IDLL
                AnimationMode     = ONCE
            End
        End
        
        TransitionState       = Trans_Sword_To_Bow_Running
        
            Animation           = BtoS3
                AnimationName     = IULurtz_SKL.IULurtz_RUNC
                AnimationMode     = ONCE
            End        
        End
        
        TransitionState       = Trans_Bow_To_Sword_Running
        
            Animation           = BtoS3
                AnimationName     = IULurtz_SKL.IULurtz_RUND
                AnimationMode     = ONCE
            End    
        End
        
        
        TransitionState       = Trans_Bow_To_Sword_Straight
            Animation           = BtoS1
                AnimationName     = IULurtz_SKL.IULurtz_IDLO
                AnimationMode     = ONCE
            End

        End
        TransitionState       = Trans_Sword_To_Bow_Straight
            Animation           = BtoS1
                AnimationName     = IULurtz_SKL.IULurtz_IDLN
                AnimationMode     = ONCE
            End
        End
        
        TransitionState       = Trans_To_Attention_Bow
            Animation           = ATNF
                AnimationName     = IULurtz_SKL.IULurtz_ATNF
                AnimationMode     = ONCE
            End
        End
    
        TransitionState       = Trans_To_Attention_Sword
            Animation           = ATNA
                AnimationName     = IULurtz_SKL.IULurtz_ATNA
                AnimationMode     = ONCE
            End
        End
        
        TransitionState        = Trans_To_Bored_Sword
            Animation            = TBoredSword
                AnimationName    = IULurtz_SKL.IULurtz_ATNC
                AnimationMode    = ONCE
            End
        End
        
        TransitionState        = Trans_To_Bored_Bow
            Animation            = TBoredBow
                AnimationName    = IULurtz_SKL.IULurtz_ATNH
                AnimationMode    = ONCE
            End
        End
    

;;------------------------------------------------------------------------------------------------------------
    End

    Draw = W3DScriptedModelDraw Icon
        ModelConditionState = NONE
            Model           = bbox
        End
    End