MELEE ANIM HELP!!
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MELEE ANIM HELP!!
Ok i know this doesnt belong in the maps section but its the closest thing to this topic. Im making a custom player model for ChaosUT. Problem is, the bones are custom rigged and the CHaosUT melee anims are only for the default bone structures.
Is there anyway i could put custom melee animations for the player model im making??
Is there anyway i could put custom melee animations for the player model im making??
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That's the limitation of skeletal animation when it comes to melee combat. A more advanced animation system wouldn't have that trouble, but we're limited by the engine in that regard.
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Heh there is no such thing as a more advanced animation system. the most you could hope for is to peice together smaller anims on the fly, and that would have the same issue. the issue isnt in the animations. Its in the names of the bones that make up the skeliton.Shadowstar wrote:That's the limitation of skeletal animation when it comes to melee combat. A more advanced animation system wouldn't have that trouble, but we're limited by the engine in that regard.
Identikal, If you are interested I could work with you and see if we cant get some sort of makeshift compatability going.
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Im not an expert.. but could the author put in additional animations for those various attacks that mimic the basic model, and have those work? The server does not see custom models as far as i know, so it would trace normally, and if the mimics are close enough.. then could it work?
Either way.. probably would be a headache to make code check for those anims existing...
Either way.. probably would be a headache to make code check for those anims existing...
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I had some long IRC sessions with jb when we started work on the melee system. According to him it is not possible to determine if models come with certain animations. So all models use our anims.jeditobe1 wrote:Im not an expert.. but could the author put in additional animations for those various attacks that mimic the basic model, and have those work? The server does not see custom models as far as i know, so it would trace normally, and if the mimics are close enough.. then could it work?
Either way.. probably would be a headache to make code check for those anims existing...
And just as a side note: Even if it would be possible, it would open up the system to cheaters - I could easily create a model with high speed and long range attacks...
The only thing more advanced would be a better bone system, supporting a wider range of translations as in max. Bone-scaling, non-linear animation sharing etc.LoQtUS wrote: Heh there is no such thing as a more advanced animation system. the most you could hope for is to peice together smaller anims on the fly, and that would have the same issue. the issue isnt in the animations. Its in the names of the bones that make up the skeliton.
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Jedi, no that wouldnt work. damn good idea though.
Neo, I was hoping that the size and proportions of the model were somewhat close to the standard, and thinking that we could rename the bones in the skelly to match, and then tweak the strech/compressed areas until it look somewhat normal. All the work would be on the skelly not the anims.
Neo, I was hoping that the size and proportions of the model were somewhat close to the standard, and thinking that we could rename the bones in the skelly to match, and then tweak the strech/compressed areas until it look somewhat normal. All the work would be on the skelly not the anims.
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Well i have in mind a way to check and see if the model has a given animation set via another method. Given that that works, and that the server will use the default bone structure if the model is not loaded on the server.. would the mimic idea work?
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That would be awesome Id be honouredLoQtUS wrote:Heh there is no such thing as a more advanced animation system. the most you could hope for is to peice together smaller anims on the fly, and that would have the same issue. the issue isnt in the animations. Its in the names of the bones that make up the skeliton.Shadowstar wrote:That's the limitation of skeletal animation when it comes to melee combat. A more advanced animation system wouldn't have that trouble, but we're limited by the engine in that regard.
Identikal, If you are interested I could work with you and see if we cant get some sort of makeshift compatability going.
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- Chaotic Dreams Team
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- Chaotic Dreams Team
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If you place custom anims such as SA_daggers etc into the custom model .ukx package wud it play in chaos?jeditobe1 wrote:Im not an expert.. but could the author put in additional animations for those various attacks that mimic the basic model, and have those work? The server does not see custom models as far as i know, so it would trace normally, and if the mimics are close enough.. then could it work?
Either way.. probably would be a headache to make code check for those anims existing...
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- Chaotic Dreams Team
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the proportion gets squished + where where do i find the standard skelly?LoQtUS wrote:Ummmm Why would you not rig that model on the standard skelly? It would fit right on there no problems and then you would have no compatability issues, and it would save you from doing alot of animating. that doesnt make sence to me.