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  1. #1
    Kaunitz's Avatar Centenarius
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    Default Help needed: How to identify an animation?

    Hi!

    My problem is that I want to make javelins and pila disrupt formations. So I've given javelins a "shockwave"-radius in the projectiles table. The game-play effect is nice but a little bit too much. But what is really annoying are the animations that the soldiers perform when they get hit by the shockwave-javelins. They jump and roll. So, my task is to change these animations to something less extreme. I don't need the jump-animations anywhere else, so I'd like to turn them into "step-back/forward/left/right"-animations. That's the idea: when a part of a formation gets hit by javelins, men don't die, and they should perform stuntman-deaths and jumps either, but they should flinch, slow down and/or shy away a little bit from the projectiles, so that holes in the formation might open up. Right now they're jumping, partly rolling, and need to stand up after that.

    However, I just can't seem to identify those jump-animations. I've already tried the knockbacks, fall_overs, knocked_fyling, death_knocked_flying_landed animations (man_unarmed & man_sword_shield, my testing animation-fragment). I'd be very thankfull for any hint or tip.

    A video showing pila and the animation that I'd like to identify in the animation-fragments (will be uploaded in ca. 2 hours):
    Last edited by Kaunitz; September 20, 2013 at 09:07 AM.
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  2. #2
    Kaunitz's Avatar Centenarius
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    Default Re: Help needed: How to identify an animation?

    Since the first video wasn't very clear, here is another video that offers more examples. It's a bugged replay (actually, the romans won the battle).



    Some comments to the video for those who are interested:
    Spoiler Alert, click show to read: 

    I liked this replay nevertheless because I think it shows that the engine can give you a feeling of a more realistic flow of battle, even though not everything looks or plays out correctly. What you see is 4 centuriae without auxiliaries engaged by some Gauls. The centuriae are drawn up very thin - the game mechanics don't really give you penalties for it if you don't stick to the arcadey "attritional combat"-idea. First, the gallic right "flank" (if you can call it such in this tiny skirmish) gives way to a spirited charge of the few supporting roman horsemen. Due to the new pursuit behaviour, the roman cavalry makes the Gauls pay some terrible death toll - until the gallic cavalry closed in and forced the romans back. Meanwhile, the lines exchange javelins. Ideally, this should add to the opponents fatigue, but it doesn't work like that unfortunately. What this actually does apart from morale-mali for being under fire is to help the AI not to engage too early, and, perhaps, to create a bit more tactical depth: the disruption caused by javelins could be used to create gaps for melee. But I would need to try that out and see if one can really exploit/use that. Other than that, it is purely aesthetical.

    Encouraged by the push back of the Gauls on the right flank, the romans advance to close combat. But, against all expectations, the gallic battle line, having just beheld the slaughter on their right, doesn't give way yet. It's the romans who finally have to break off ( I hope it was because of the horrible gap in my center - alignment to only one opposing unit is a weakpoint of units with a large front; they tend to expose their flanks whenever they align to an enemy...) and retreat to prepare another charge. However, the retreat looked okay in the beginning, but turned out very wrong. Even though the Gauls did not really keep on the romans' heels (well, they at least had one centuria as reserve to threaten any exhausted pursuer with a counter charge), some gallic horsemen kept up the pressure, picking off stragglers. The Romans never really managed to form up again, harrassed by javelins (giving morale mali, disordering the unit so that it always need to keep moving and therefore doesn't recover fatigue) and the cavalry (which causes fear and – even though it doesn't inflict too many causalties – also helped to keep the romans engaged at all times, also preventing them from recovering fatigue). Even though I gave the Romans the ability "fatigue-resistant" to represent their superior discipline, they couldn't stand the pressure. I think that this episode was really quite realistic. Under constant harassment, the romans simply couldn't form up anymore. Watching this replay, if I was a soldier, I would always, always, always try to stick with my men. Get isolated and you're likely to be killed. I wonder if more skirmishers for the Romans would have made a difference and would have enabled them to reform.
    Last edited by Kaunitz; September 20, 2013 at 01:25 PM.
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  3. #3

    Default Re: Help needed: How to identify an animation?

    links dont work

  4. #4
    Kaunitz's Avatar Centenarius
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    Default Re: Help needed: How to identify an animation?

    Thanks for the info. Can you click this?

    http://www.youtube.com/watch?v=MDHfR...ature=youtu.be
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  5. #5

    Default Re: Help needed: How to identify an animation?

    yep

  6. #6
    Kaunitz's Avatar Centenarius
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    Default Re: Help needed: How to identify an animation?

    Is there nobody with a program capable of opening .anim-files (Maya?)?
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  7. #7
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Help needed: How to identify an animation?

    To open .anim files using Maya, it is necessary to activate animImportExport plug-in.
    This is explained here : Import and export animation curves in .anim format

    I've tried to import some .anim from R2TW but I always have such error message :

    file -import -type "animImport" -ra true -mergeNamespacesOnClash false -namespace "onager" -options ";targetTime=4;copies=1;option=replace;pictures=0;connect=0;" -pr -loadReferenceDepth "all" "D:/MODDING - TOTAL WAR/TW_GAMES_EXTRACT/EXTRACTS_R2TW/animations/skeletons/onager.anim";
    // Error: Nothing is selected for anim curve import. //
    // Error: line 0: Error reading file. //
    I'm certainly missing something.

    I've got the same error when trying to import a .anim reference pose from ETW :

    file -import -type "animImport" -ra true -mergeNamespacesOnClash false -namespace "tpose" -options ";targetTime=4;copies=1;option=replace;pictures=0;connect=0;" -pr -loadReferenceDepth "all" "D:/MODDING - TOTAL WAR/TW_GAMES_EXTRACT/EXTRACTS_ETW/animations/reference/tpose.anim";
    // Error: Nothing is selected for anim curve import. //
    // Error: line 0: Error reading file. //
    // Warning: file: C:/Program Files/Autodesk/Maya2014/scripts/startup/cutCopyPaste.mel line 201: Nothing is selected. //
    Maybe should I import a .fbx model too and not only .anim file.

    It's the first time I use Maya, so, if anybody can help, he is welcome ^^
    If I remember, Nightwish should know how to use it.
    Last edited by wangrin; September 21, 2013 at 03:30 PM.


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  8. #8
    Kaunitz's Avatar Centenarius
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    Default Re: Help needed: How to identify an animation?

    Thanks for your help, wangrin. I was hoping that they could be opened comparatively easily with the right tools.
    I've downloaded autodesk maya 2014 (30 days trial) yesterday, but, as expected without any experience with modelling and animations, I couldn't achieve anything with it. I will try it again with the plugin you mentioned. So what files do i need for an animation to be shown? A skeleton and an animation? But then I really wonder whether it's worth the effort since I think I'm practically through all the suspicious animations in the unarmed_man and sword+shield fragments. So, if the animation isn't located there, I can't change it anyway. I don't want to create new/different animations - my plan was just to replace animation A with animation B. But it seems I just can't find/identify animation A.
    Last edited by Kaunitz; September 22, 2013 at 03:45 AM.
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  9. #9
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Help needed: How to identify an animation?

    I still don't know how to really open animation with Maya.
    I'm trying to collect documents and tutorials to understand how to do.

    Looking at .anim file format, I'm not sure that "skeleton" is embedded in even if, when looking at .anim file using a hexadecimal editor, man can see references to bones (bn_hips, bn_weapon_01, etc.)


    All base animations used in game are .anim files.
    The .anim are "grouped" in bigger sequences that CA called fragments.
    Then, complete animation for a unit type are composed of several fragments.


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  10. #10
    Kaunitz's Avatar Centenarius
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    Default Re: Help needed: How to identify an animation?

    Oh boy, I'm such an idiot. I haven't managed to open anim-files, but at least I've solved my problem.
    It's kind of embarassing: I was editing the sword_shield- and unarmed-fragments all the time, which was totally in vain for I've also given my test-subjects the javelin-fragment, which was overwriting all the other knockback- and knock-down animations. Shame on me!
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