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Thread: - Primary and Secondary Weapon Animations -

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  1. #1
    Pvt. Parts's Avatar Ordinarius
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    Default - Primary and Secondary Weapon Animations -

    Hey.

    I understand that several units wield weapons with two separate animations (ie, a single weapon that can be used in two ways).

    I was hoping that somebody would be able to tell me how to do this with my Musketeers. I want to equip them with bayonets, and have their melee attack work like a pike or stabbing weapon.

    Would it involve editing the primary/secondary weapon comments in Milkshape? And how do I mix-and-match the animations within the battle_models file?




    Thanks in advance for any help.

  2. #2
    Civis
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    Default Re: - Primary and Secondary Weapon Animations -

    I understand that several units wield weapons with two separate animations
    In fact, a lot.

    I was hoping that somebody would be able to tell me how to do this with my Musketeers. I want to equip them with bayonets, and have their melee attack work like a pike or stabbing weapon.
    Simple :
    Create a musket with a bayonet, then in BMDB, copy/paste the entry from halberdier.
    It is very simple and very long ....

  3. #3
    Pvt. Parts's Avatar Ordinarius
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    Default Re: - Primary and Secondary Weapon Animations -

    Thanks for the quick reply Dwaine.

    Which lines do I copy over? I'm not too experienced with animations.

    And how should I edit the model?
    Last edited by Pvt. Parts; January 11, 2011 at 08:22 PM.

  4. #4

    Default Re: - Primary and Secondary Weapon Animations -

    Quote Originally Posted by Pvt. Parts View Post
    And how should I edit the model?
    Milkshape-3D.

  5. #5
    Pvt. Parts's Avatar Ordinarius
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    Default Re: - Primary and Secondary Weapon Animations -

    No, I mean how should I edit the comments, etc.

    Is labeling it "secondary_active" enough to get it working?

  6. #6

    Default Re: - Primary and Secondary Weapon Animations -

    Quote Originally Posted by Pvt. Parts View Post
    No, I mean how should I edit the comments, etc.

    Is labeling it "secondary_active" enough to get it working?
    You can edit comments for the model in milkshape. Read this tutorial to learn some basics and download this guide.

  7. #7
    Pvt. Parts's Avatar Ordinarius
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    Default Re: - Primary and Secondary Weapon Animations -

    Quote Originally Posted by Ishan View Post
    You can edit comments for the model in milkshape. Read this tutorial to learn some basics and download this guide.
    Thanks.

    I've read both, but neither really answer my questions. All I'm asking is this: will it be enough to copy the Musket, replace the melee weapon with it, and change it's comment to "secondary_active"?

    And here's what I mean about the animations...

    These are the Musketeers':
    Code:
    11 MTW2_Musket 
    20 MTW2_Non_Shield_Fast 1 
    19 MTW2_Musket_Primary 1 
    18 MTW2_Sword_Primary
    These are the Halberdiers':
    Code:
    31 MTW2_Halberd_Primary_Aggressive 
    22 MTW2_Halberd_Secondary 1 
    17 MTW2_Pike_primary 1 
    17 MTW2_Pike_primary
    Now, what do I need to mix-and-match in order to keep the Musket as a fully-operational primary weapon, but have the Musketeers stab and slash with their secondary weapon (the bayonet)? And would their be any faster animations than those used by Halberdiers?

    Thanks.

  8. #8

    Default Re: - Primary and Secondary Weapon Animations -

    First question, yes it's enough to duplicate the musket and change the comment to a secondary.
    Anims you really should be able to work it out if not from study then from trial and error, but as your halberd entries are custom...
    Spoiler Alert, click show to read: 

    11 MTW2_Musket
    20 MTW2_Halberd_Primary 1
    19 MTW2_Musket_Primary 1
    17 MTW2_Pike_Primary

  9. #9
    Pvt. Parts's Avatar Ordinarius
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    Default Re: - Primary and Secondary Weapon Animations -

    The animations work, but the muskets don't.

    In melee, the musket disappears from their hands and ends up around their feet. How should I set up the model so that they hold the musket properly?
    Last edited by Pvt. Parts; January 12, 2011 at 03:50 PM.

  10. #10

    Default Re: - Primary and Secondary Weapon Animations -

    From memory it's if it's assigned to bone_weapon01 or bone_rhand that does that. Check your model and which ever one it's assigned to, try it assigned to the other.

  11. #11
    Pvt. Parts's Avatar Ordinarius
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    Default Re: - Primary and Secondary Weapon Animations -

    Yeah, that did it. Attached to bone_Rhand hand and it works properly.

    How would I go about synchronising it with their left hand though? At the moment, the musket is angled incorrectly.

  12. #12

    Default Re: - Primary and Secondary Weapon Animations -

    Make sure it is in the same position as a vanilla pike model has his pike, usually at 90 degrees to the body, or on the z axis if you prefer, you may even have to adjust the position along the z axis.

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