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Zombie animations from bo2

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Created 12 years ago
by chromastone10
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Im trying to get some sprint animations from bo2 into waw, ive exported them from maya and converted them (hopefully correctly) in asset manager, and they seem to work in game except for being really slow, the animation looks like they should have run half way down the hall by now but instead they are still near the beginning, any idea how to fix this/speed up there distance speed or something?
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In zombiemode are they in runners?

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level.scr_anim["zombie"]["run1"] 	= %ai_zombie_walk_fast_v1;

or
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level.scr_anim["zombie"]["sprint1"] = %ai_zombie_sprint_v1;

that should be whats making the xanim play slow  ;)
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In zombiemode are they in runners?

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level.scr_anim["zombie"]["run1"] 	= %ai_zombie_walk_fast_v1;

or
Code Snippet
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level.scr_anim["zombie"]["sprint1"] = %ai_zombie_sprint_v1;

that should be whats making the xanim play slow  ;)

ive already tried this :(
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The speed of the animation is the movement of tag_origin in maya. You need to change the animation itself and convert it again..
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In zombiemode are they in runners?

Code Snippet
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level.scr_anim["zombie"]["run1"] 	= %ai_zombie_walk_fast_v1;

or
Code Snippet
Plaintext
level.scr_anim["zombie"]["sprint1"] = %ai_zombie_sprint_v1;

that should be whats making the xanim play slow  ;)
I think chroma means that they are doing running anims and the zombies are runners, but they are moving in respect to the level really slow.

I noticed when I ported some ai anims chroma that they moved slow as well. The only way I have found to fix this was to actually edit each keyframe in maya to make they zombie actually move further in the anim.
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I think chroma means that they are doing running anims and the zombies are runners, but they are moving in respect to the level really slow.

I noticed when I ported some ai anims chroma that they moved slow as well. The only way I have found to fix this was to actually edit each keyframe in maya to make they zombie actually move further in the anim.

Easy way to change movements for an entire animation without having to edit each key-frame is the graph-editor, you can select the movement / rotation  -axis of each joint seperate, and adjust it for the entire animation at once.

Made a short vid to explain it to someone a while back, maybe it's usefull now..

http://www.youtube.com/watch?v=tID5hq4DuV0
Last Edit: September 23, 2014, 10:33:11 pm by BluntStuffy
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Couldn't you just adjust the FPS the anim is exported at? I know that with idle animations for guns the game will playback the animation depending on what FPS you export it at (using Aiden's plugin that is in 2012, don't think you can change it in 8.5) as well as other anims such as one I did for a guy who made a door that opened through an animation (had to set it to something ridiculous like 900 FPS for it to play at the right speed).
Last Edit: September 24, 2014, 02:44:40 am by Rollonmath42
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Couldn't you just adjust the FPS the anim is exported at? I know that with idle animations for guns it'll playback the animation in-game depending on what FPS you export it at (using Aiden's plugin that is in 2012, don't think you can change it in 8.5) as well as other anims such as one I did for a guy who made a door that opened through an animation (had to set it to something ridiculous like 900 FPS for it to play at the right speed).
Wouldn't that look weird if the zombie's anim looked like he was Usain bolt but was only going at a nice jog speed in the level though? I don't think the fps thing would work in this situation.
BluntStuffy's solution is the best IMO.
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Wouldn't that look weird if the zombie's anim looked like he was Usain bolt but was only going at a nice jog speed in the level though? I don't think the fps thing would work in this situation.
BluntStuffy's solution is the best IMO.

Oh, didn't read closely to see what the main issue was .-.
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Wouldn't that look weird if the zombie's anim looked like he was Usain bolt but was only going at a nice jog speed in the level though?

ya rollon I already tried adjusting the FPS, thought it would work too but what jbird described is what happened, pretty much a scooby doo run away animation where they look like there running super fast but just staying in place :P im going to give blunts idea a try when I get the chance and tell you guys how it goes

 
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