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Thread: Remove or edit the floating animation from drown bodies (skeleton / animation issue)

  1. #1

    Icon5 Remove or edit the floating animation from drown bodies (skeleton / animation issue)

    Hello guys, I really need some help with my mod 'Total War: 1942'. I'm creating naval battles, and I already have most animations completed. But there is one big problem: When a ship sinks, it will keep rotating on the root bone when it died (in the water).
    See the video below:

    https://www.youtube.com/watch?v=y5TF...efqdpbk0h00410

    Now I want to remove this floating part, but don't know where to disable or remove this animation. When I do land battles, its ugly but the sinking animations are working correctly as I want them to be.

    Does anyone here know where to remove this body floating stuff (probably somewhere in the skeleton)

    Thanks,

    Dagovax

  2. #2
    Gen.jamesWolfe's Avatar Vicarius
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    Default Re: Remove or edit the floating animation from drown bodies (skeleton / animation issue)

    That's a very interesting question.

    As to its removal; as far as can be told, it simply can't be done--not where you have them sink. Not unless you want to make the water sufficiently shallow.
    I haz a culler!! (really, who gives a darn? its totally meaningless, and it doesn't really accurately reflect who I am)


  3. #3

    Default Re: Remove or edit the floating animation from drown bodies (skeleton / animation issue)

    Does it have to do with this part of the code?

    +1.3000000
    24
    0 0 0 0 2 0 0 0 -0.0000000 +2.9444997 +0.0000000 -1
    0 0 0 0 0 0 0 0 +0.0000684 +0.0001401 +0.0157758 0
    0 0 0 0 0 0 0 0 -0.0268480 +0.4968805 -1.9255226 1
    0 0 0 0 0 0 0 0 +0.6742451 +0.0017677 -1.3766073 1
    0 0 0 0 0 0 0 0 -0.0177423 -1.6029968 +0.0011088 3
    0 0 0 0 0 0 0 0 -0.0095409 -0.9688739 -0.0001100 4
    0 0 0 0 0 0 0 0 -0.7231434 +0.0017698 -1.3705313 1
    0 0 0 0 0 0 0 0 +0.0177465 -1.6029956 +0.0009540 6
    0 0 0 0 0 0 0 0 +0.0095368 -0.9688770 -0.0001931 7
    0 0 0 0 0 0 0 0 -0.0110684 +0.4255743 +1.7079368 0
    0 0 0 0 0 0 0 0 -0.0227183 -0.3033203 +1.3174943 9
    0 0 0 0 0 0 0 0 -0.0199671 -0.8016577 +0.4604863 10
    0 0 0 0 0 0 0 0 -0.0193430 -0.7537728 +0.1686204 11
    0 0 0 0 0 0 0 0 -0.0086517 -0.5922614 -0.1196998 12
    0 0 0 0 0 0 0 0 +0.2366457 +0.2646691 +0.3990232 9
    0 0 0 0 0 0 0 0 +0.9435530 -0.1994086 +0.0531573 14
    0 0 0 0 0 0 0 0 -0.1956370 +0.2461075 +0.4070677 9
    0 0 0 0 0 0 0 0 -0.9729249 -0.1618389 -0.0040133 16
    0 0 0 0 0 0 0 0 +0.6976715 +0.5720673 +1.1416751 0
    0 0 0 0 0 0 0 0 +0.0001061 -1.7187556 +0.0272828 18
    0 0 0 0 0 0 0 0 +0.0001352 -0.9829701 +0.0327700 19
    0 0 0 0 0 0 0 0 -0.7205009 +0.5720756 +1.1478261 0
    0 0 0 0 0 0 0 0 +0.0000565 -1.7189081 +0.0152375 21
    0 0 0 0 0 0 0 0 +0.0001440 -0.9829159 +0.0344594 22
    0 0 0 0
    28
    data/animations/sea/battleship_idle.cas 0 0 0 0 0 0 0 0 0 0 205 204 204 63 0 0 0 0 0 0 0 0 0 0 0 0 28 7 74 127 +0.0000 +0.0000 +1.0000
    0 0 0 0 0 0 0 0 0 0 0
    data/animations/sea/battleship_idle.cas 0 7705 0 0 0 0 0 0 0 0 205 204 204 63 0 0 0 0 0 0 0 0 0 0 0 0 28 7 74 127 +0.0000 +0.0000 +1.0000
    I do not know what this part does. I would be thankfull if anyone can explain the skeleton file (converted with skeletonconverter to .txt)

  4. #4

    Default Re: Remove or edit the floating animation from drown bodies (skeleton / animation issue)

    Can nobody help me any further?

  5. #5
    Gen.jamesWolfe's Avatar Vicarius
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    Default Re: Remove or edit the floating animation from drown bodies (skeleton / animation issue)

    Quote Originally Posted by Dagovax View Post
    Can nobody help me any further?
    Oh don't be a drama queen

    Anyway: as regards to your second post, the answer is no: the big list is the location of all the bones, relative to scene_root. The other two entries are when the ship is "alive", and so cannot be relevant to what you're getting at. You would need to look at the death animations. However, I'm afraid to report that I have no idea yet how to affect a change there. I've been researching this for some time, though not for water-related matters; attack and defense instead.


    One issue is that the geniuses at CA basically trolled the modders* when they said that you could edit all this matter by use of descr_skeleton.txt and the -util:animdb command (in your shortcut). TO date, no one has figured out how to do so--and this gibberishy format:

    Code:
    data/animations/sea/battleship_idle.cas 0 0 0 0 0 0 0 0 0 0 205 204 204  63 0 0 0 0 0 0 0 0 0 0 0 0 28 7 74 127 +0.0000 +0.0000 +1.0000 
    0 0 0 0 0 0 0 0 0 0 0 
    data/animations/sea/battleship_idle.cas 0 7705 0 0 0 0 0 0 0 0 205 204  204 63 0 0 0 0 0 0 0 0 0 0 0 0 28 7 74 127 +0.0000 +0.0000 +1.0000
    doesn't give any obvious answers (seriously, with respect to the guys who created the skeleton cracker, they really dropped the ball here:literally the only known number in all that bolded part is the impact_frame number (IIRC 7th from right). No attempt was made by them to compare it to descr_skeleton to figure this out, and one lone madman/possible genius working on it isn't necessarily enough. Yes, I did ask, and I'm trying to decipher this, but without prior knowledge of what is the method used to encode all this, I have no way to figure it out).


    I know, a digression, but it shows how difficult your proposition is (though not--from a theoretical standpoint--impossible).

    Now, if you can find a programming genius, you could perhaps prevail upon them to take a looksy at descr_skeleton.txt, and figure out a way of creating a tool to read this, and generate pak and idx files for the skeletons and animations, without trouble. Because I suspect what you seek might be found there: I found a variable, IIRC called -fr, that prevents rotation. Maybe that's what you seek?

    *a statement I don't make lightly--not after I read these gems:

    https://forums.totalwar.org/vb/showt...r_skeleton-txt

    https://forums.totalwar.org/vb/showt...503#post837503
    Last edited by Gen.jamesWolfe; August 24, 2018 at 11:21 PM.
    I haz a culler!! (really, who gives a darn? its totally meaningless, and it doesn't really accurately reflect who I am)


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