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  1. #1
    Kylan271's Avatar Domesticus
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    Default Animation Types

    I have downloaded the combined Animation pack,which I appreciate,however being use to the fast/semi-fast etc types,I am confused about the usage of the 'size' type skeletons? There is a reference to them for race sizes,but what race gets what skeleton???

    I currently assign skeletons based on 'speed' type to different armours to reflect encumberence,ie:

    0-5 armour 'fast'
    6-10 'semi-fast'
    11-15 'normal type'
    16-20 'slow'

    This way my peltast and missiles and light infantry can escape enemies better,but with size how to reflect speed???

    In RTW what faction would use what size skeleton???

    Thanks for your replies and sorry if this is found somewhere else that I don't know???? Search forums first didn't tell me much.


  2. #2
    AqD's Avatar 。◕‿◕。
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    Default Re: Animation Types

    size is related to skeletons, not animations themselves. You can copy/edit skeletons by the "xidx" tool.

    Also the size actually means only the "height"; the width is decided by "scale" in DMB.

  3. #3
    Kylan271's Avatar Domesticus
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    Default Re: Animation Types

    I am not sure on size of a unit to apply what skeleton? I will try to look at the EB and your data files in the Mods,to get an idea about 'skeletons' assigned? Either this or I have to test each one to see what is better. Only glitch I have so far is the 2h spear skeleton with mounted units and cloaks,the cloak goes funny..bent like a banana behind..aghh.


  4. #4
    AqD's Avatar 。◕‿◕。
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    Default Re: Animation Types

    1.The height [scale in skeletons] and width [scale in DMB] are independent parameters. To change the height, you need to use xidx to unpack skeletons.idx, and run "xidx --shell" in the skeleton dir to change scale (type "help" to see commands). You can create different scales for one skeleton by simply copying the skeleton file and change the scale parameter.

    2.The skeleton files have nothing to do with unit speed. Unless you actually edit the animations, you can only select from the available ones.

    3.The cloak bones in EB's 2h lancer animation are set for very high saddles and shorter cloaks. To fix it you can connect the entire cloak to the 'torso' bone, and skip all the cloak bones.
    Last edited by AqD; November 08, 2009 at 12:26 PM.

  5. #5
    Kylan271's Avatar Domesticus
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    Default Re: Animation Types

    Oh hiihii,sorry I am not moddling,I wish I could,but nah...

    My reference is the list of animations from the unified animations pack,ie

    fs_2h_swordsman
    fs_2h_swordsman_big
    fs_2h_swordsman_verybig
    fs_2h_swordsman_small
    fs_2handed
    fs_2handed_big
    fs_2handed_verybig
    fs_2handed_small
    fs_2handed_berserker
    fs_african_elephant
    fs_archer
    fs_archer_big
    fs_archer_verybig
    fs_archer_small
    fs_foot_archer
    fs_foot_archer_big
    fs_foot_archer_verybig
    fs_foot_archer_small

    etc..(for reference this I deem 'skeleton types')

    Now I am not sure what skeleton type applies to what weapon and unit in DMB??? As for the speed issue,it seems skeleton type affects speed,ie fast/semi/slow...


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