A dancing skinned character ?

Post your scripting questions / solutions here

Moderator: Moderators

Post Reply
User avatar
Jack Ruby
General
Posts: 1443
Joined: Fri Feb 07, 2003 12:20 am
Location: london

A dancing skinned character ?

Post by Jack Ruby »

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.
Philip II of Macedon sent a message to Sparta:
"If I win this war, you will be slaves forever."
The Spartan ephors sent back a one word reply: "If".
User avatar
Alcoholic
General
Posts: 1470
Joined: Sat May 17, 2003 5:57 am
Location: California
Contact:

Post by Alcoholic »

it should be in the disguise level somewhere, scuttling the u-259. open the .scr files for them, and search for "anim"
User avatar
Jack Ruby
General
Posts: 1443
Joined: Fri Feb 07, 2003 12:20 am
Location: london

Post by Jack Ruby »

Nice one, I will try to find it.
Philip II of Macedon sent a message to Sparta:
"If I win this war, you will be slaves forever."
The Spartan ephors sent back a one word reply: "If".
User avatar
HappyChappy_7000
Warrant Officer
Posts: 146
Joined: Thu Jul 10, 2003 1:14 pm
Location: Australia
Contact:

Post by HappyChappy_7000 »

anim specialmove :wink:
What? You know who I am?
kkcahdcakcyt
Sergeant
Posts: 71
Joined: Wed Aug 03, 2005 11:16 pm

Post by kkcahdcakcyt »

i've tried utilizing that animation but it won't work

anim specialmove doesn't do anything, yet i've seen it for myself in the m2l2a

does it only work in allied assault?
i'm trying in spearhead
User avatar
bdbodger
Moderator
Posts: 2596
Joined: Tue Feb 25, 2003 7:34 am
Location: canada
Contact:

Post by bdbodger »

The animations are in the workers.tik I think if these are the right ones
specialmove01 scripted/sledgehammer/working_move01.skc random
specialmove02 scripted/sledgehammer/working_move02.skc random
specialmove03 scripted/sledgehammer/working_move03.skc random
and the reason they don't work is because in the new_generic_human.tik it says
includes 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
}
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 this
$mapspec m3l1a test/move_test_rifle test/move_test gallery
$mapspec stops the animations from working in any other map . Of course all this can be made to work with a mod
Image
kkcahdcakcyt
Sergeant
Posts: 71
Joined: Wed Aug 03, 2005 11:16 pm

Post by kkcahdcakcyt »

ah, confusing

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
}
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

Code: Select all

include winterwonderland // name of my map
{
$include models/human/animations/scripted/dancer.tik
}
User avatar
bdbodger
Moderator
Posts: 2596
Joined: Tue Feb 25, 2003 7:34 am
Location: canada
Contact:

Post by bdbodger »

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)
*/
Image
kkcahdcakcyt
Sergeant
Posts: 71
Joined: Wed Aug 03, 2005 11:16 pm

Post by kkcahdcakcyt »

wow thanks
Post Reply