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Thread: run animation

  1. #1

    Default run animation

    how to remplace the Run animation by Run + hold shield tight (defence) for units ? it looks more real

  2. #2

    Default Re: run animation

    You can change what animations are played in the \data\descr_skeleton.txt file. Re-naming the files to what you want under the right heading should give you the result. You may also have to delete the pack files in your animation folder for the changes to take effect (.dat and .idx).

    You should be able to use the below in your local config also. This allows you to make animation changes without having to delete pack files each time.

    [util]
    no_animdb = true

  3. #3

    Default Re: run animation

    do you know what are the files i need to change. there are so many and i dont understand all they mean
    ? i would like all units when they run to have the shield in front of them (defence state like)

  4. #4
    Lusted's Avatar Look to the stars
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    Default Re: run animation

    do you know what are the files i need to change.
    You didn't read his post very well did you?

    You can change what animations are played in the \data\descr_skeleton.txt file.
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  5. #5
    Beiss's Avatar Nemo nascitur...
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    Default Re: run animation

    I wonder if any of the mods will try to change the running animation...
    I think most of the people in this game run like they have pooped their pants - they have their legs to far apart and stuff...
    Under the patronage of Halie Satanus, Emperor of Ice Cream, in the house of wilpuri

  6. #6

    Default Re: run animation

    Open the descr_skeleton.txt and search for 'run'

    You will find a standard run animation for different skeleton types (mace, MTW2_Musket, MTW2_Knifeman etc)
    replace the .cas file string "data/animations/mtw2_knifeman/MTW2_Knifeman_run.cas" <- example
    with the run animation you want to play for that skeleton.
    delete the idx and packs and you should be right.

  7. #7

    Default Re: run animation

    its just that there are so many Run animations, and as my english aint very good i dont understand what they all do/mean

  8. #8

    Default Re: run animation

    what is the name of that animation (when runnin and holding shield up) ?
    there are so many different and i dont understand their meaning

    thanks

  9. #9

    Default Re: run animation

    i get a ctd when i delete any of the .idx or .dat from ani folder ??!!

  10. #10
    Trajan's Avatar Capodecina
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    Default Re: run animation

    Moved to Skins, Models, and Animations.

  11. #11

    Default Re: run animation

    i try to remove the idx and pack files from the animation folder, straight away i get a ctd ! i even tried the combination no_animdb = true in preferences and yet no changes ? what is the deal

  12. #12
    Opifex
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    Default Re: run animation

    A question for Caliban:

    I believe it was stated by CA that the scripts released by Vercingetorix can be used to extract the animations and then import them into 3dmax. But when I follow the process, I import very jumpy animations into 3dmax, i.e. the root node is all over the place and doesn't stay in one place.

    Is it certain that Verc's scripts can still be used for M2RTW, and I'm just doing something wrong?




    This is the tutorial that I followed to import M2TW animations: http://www.twcenter.net/forums/showt...ight=animation
    Last edited by SigniferOne; January 29, 2007 at 06:40 PM.


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