I know theres a dancing animation, I think its for a German guy, I want my man to have a skin I made and I want to make him dance, I also want to be able to just drop whole groups of him in, I want to make a music video with them, choreograph them to music, I know its possible,
So where do I start ??
Anyone know where to get the dancing animation from, I am gonna need a lot of help.
A dancing skinned character ?
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A dancing skinned character ?
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- HappyChappy_7000
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kkcahdcakcyt
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The animations are in the workers.tik I think if these are the right ones
and the reason they don't work is because in the new_generic_human.tik it saysspecialmove01 scripted/sledgehammer/working_move01.skc random
specialmove02 scripted/sledgehammer/working_move02.skc random
specialmove03 scripted/sledgehammer/working_move03.skc random
includes m2l2a means that the animation tiks listed only work for maps that start with m2l2a . All animations ( except omaha beach animations ) work in map names that start with test ( as long as they are not in another directory like dm because the directory name is part of the name so files in the dm directory start with dm ) the reason the omaha animations don't work also is because in level_m3l1.tik it has thisincludes m2l2a
{
$include models/human/animation/human_grenade.tik
$include models/human/animation/human_pistol.tik
$include models/human/animation/human_rifle.tik
$include models/human/animation/human_mp40.tik
$include models/human/animation/human_unarmed.tik
// Level-specific scripted animations
// More scripted animations
$include models/human/animation/scripted/workers.tik
$include models/human/animation/scripted/crate_carry.tik
$include models/human/animation/scripted/scientist.tik
$include models/human/animation/scripted/table.tik
// $include models/human/animation/scripted/lean.tik
$include models/human/animation/scripted/alarm.tik
$include models/human/animation/scripted/welding.tik
}
$mapspec stops the animations from working in any other map . Of course all this can be made to work with a mod$mapspec m3l1a test/move_test_rifle test/move_test gallery
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kkcahdcakcyt
- Sergeant
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ah, confusing
ok
so if i wanted to use it could i...
make a dancer.tik
using different name dance instead of special move to avoid conflicts
then from there would i have
exec models/human/animations/scripted/dancer.tik
in my *.scr? Or should I make an altered new_generic_human.tik (only included in my map's .pk3)
that will have this line added
ok
so if i wanted to use it could i...
make a dancer.tik
Code: Select all
animation
{
$path models/human/animation
dance01 scripted/sledgehammer/working_move01.skc random
dance02 scripted/sledgehammer/working_move02.skc random
dance03 scripted/sledgehammer/working_move03.skc random
dance04 misc/00EGG2_Axis_Sitar.skc
}
then from there would i have
exec models/human/animations/scripted/dancer.tik
in my *.scr? Or should I make an altered new_generic_human.tik (only included in my map's .pk3)
that will have this line added
Code: Select all
include winterwonderland // name of my map
{
$include models/human/animations/scripted/dancer.tik
}
The way most ppl do it is to make a custom ai . At the bottom of the ai tik's it has this
//
// include the base animations definition
//
$include models/human/animation/dialogue/generic_dialogue_german.tik
$include models/human/new_generic_human.tik
//$include models/human/animation/helmet_flyoff/helmet_flyoff_german_dak.tik
/*QUAKED ai_german_afrikacorps_soldier (1.0 0.5 0.0) (-16 -16 0) (16 16 92)
*/
So what most ppl do it to take the new_generic_human.tik and take out these lines
includes test utils
{
and the } at the end of that section of animation tiks so that the animations work in every map then rename the new_generic_human.tik to something like my_generic_human.tik or user_generic_human.tik it does not matter what you call it just that you change the line in your custom ai to point to it . Then change the name of the ai tik and the quaked statement to rename the ai for use in radiant etc
//
// include the base animations definition
//
$include models/human/animation/dialogue/generic_dialogue_german.tik
$include models/human/my_generic_human.tik
//$include models/human/animation/helmet_flyoff/helmet_flyoff_german_dak.tik
/*QUAKED ai_german_my_soldier (1.0 0.5 0.0) (-16 -16 0) (16 16 92)
*/
//
// include the base animations definition
//
$include models/human/animation/dialogue/generic_dialogue_german.tik
$include models/human/new_generic_human.tik
//$include models/human/animation/helmet_flyoff/helmet_flyoff_german_dak.tik
/*QUAKED ai_german_afrikacorps_soldier (1.0 0.5 0.0) (-16 -16 0) (16 16 92)
*/
So what most ppl do it to take the new_generic_human.tik and take out these lines
includes test utils
{
and the } at the end of that section of animation tiks so that the animations work in every map then rename the new_generic_human.tik to something like my_generic_human.tik or user_generic_human.tik it does not matter what you call it just that you change the line in your custom ai to point to it . Then change the name of the ai tik and the quaked statement to rename the ai for use in radiant etc
//
// include the base animations definition
//
$include models/human/animation/dialogue/generic_dialogue_german.tik
$include models/human/my_generic_human.tik
//$include models/human/animation/helmet_flyoff/helmet_flyoff_german_dak.tik
/*QUAKED ai_german_my_soldier (1.0 0.5 0.0) (-16 -16 0) (16 16 92)
*/
