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Just an animation.

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Created 12 years ago
by Ege115
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Hello everybody!

I have an animation that I want to add to my map but I don't know how to convert animations to World at war.

Do you only have to copy and paste the animation file to root/raw/xanims?
I don't think that it is that easy, or is it?
I also want a trigger in my map that makes that animation happen but I don't know how the lines would look like to make the function that makes the game to do the animation happen.
Btw, it is not a gun or anything like that, it is just one single little animation, nothing else.

Thanks in advance :)
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You need to call an animation on a model. And yes you need to convert them using AssetManager.

First you need an .xanim-export file and convert that with AssMan.
if you use a custom model also convert that + its animated model
make sure the model has a correct animtree (else create one)
you call the animation through a script:

You'll need to call the animtree and _anim at the top of the script

Code Snippet
Plaintext
#include maps\_anim;
#using_animtree( "animtree" );

then define the animation:

Code Snippet
Plaintext
	level.scr_anim[ "anim-name" ][ "name of the converted animation" ] = %reference you make up;

example

level.scr_anim[ "blst_chest_anim" ][ "blst_soul_chest_open" ] = %blst_soul_chest_open;


next you set the anim-name for the model

Code Snippet
Plaintext
blabla = getent( "animated_spoon" , "targetname" );
blabla.animname = anim-name (blst_chest_anim in my example)


then define the animtree it uses:


Code Snippet
Plaintext
blabla UseAnimTree(#animtree);

after that u can use

Code Snippet
Plaintext
blabla SetAnim( %reference you made up in step 1 )

blabla SetAnimRestart( %reference you made up in step 1 )

blabla ClearAnim( %reference you made up in step 1 )


to call the animation('s).

Quite some work, i don't really know what you mean by 'i've got an animation' but it needs to be in .XANIM-EXPORT format, or already converted for use in CoD (then it has no file extension). And you'll obviously also need a model that goes with the animation and preforms it, and an animated model of that same model. You could look on youtube and search for gun-animation tutorials. That works the same way (creating and converting the anim's etc), only with a model you need to make it work with a script...
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I will try this when I have time, thank you so much for the help anyway, I apreciate it. :)

Also why does it have to be called on a model?
I just want an animation to happen nothing else, I guess I have to think about something that fits the animation.

Post Merge: December 21, 2013, 06:08:11 pm
I mean that I want the animation I have will happen ingame when activating a trigger.
Last Edit: December 21, 2013, 06:08:11 pm by Ege115
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Not sure what you mean with animation, but an animation in CoD only tells the game wich bones to move where. So the animation you have must be a model with bones that is animated. If you have that, then you can export the model, animated model, and the animation from the same file. If you maya that is.. might be other ways, this is the one i know. But again, not sure what you mean with animation. Do you have like a movie you want to play ingame, or a moving model or something else? Not sure if we're on the same page  :-\
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Oh okey now I know what YOU mean't hehe, sorry okey it is a viewhand animation, I thought you mean't that it has to be a model TO the viewmodel but I just relized that the viewhands actually is a model, lol.

Okey maybe this will clear everyhing up. If I still does'nt explain well, tell me.

I want the viewmodel animation I have to be played after you have activated a trigger in my map.
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but I just relized that the viewhands actually is a model

Uh, ok. so you want the hands to do something after a trigger. Then i think you need to make a "weapon" animation
without actually holding a weapon. and then have the trigger give that weapon to the player and it plays the raise animation. like they did with the drinking of the perks i believe.
If i'm still not on the right page.. Just tell WHAT you want to happen, like:

"i want the hands to clap"

I'm starting to feel stupid here, lol  :o

sorry okey it is a viewhand animation,
----------------------------------------------------------------------
I want the viewmodel animation I have to be played after you have activated a trigger in my map.

So do you want the actual viewhands, or the viewmodel (wich is a gun model) to be animated? I'm confused  :o :o
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Okey sorry I am just very unclear.

I have an animation that is already done, and the animation contains viewhands with only hands no gun not anything else only hands, that reprecents a movement were you turn on a wheel. There are no wheel in the animation just the hands that makes it look like that it is turning a wheel.
And the trigger that the player will activate will not give the player any gun or anything at all, it will just play that animation, nothing else.

But the problem is that I don't know how to add any animation to WaW.

I am sorry that I am unclear, do not feel stupid, I mix the words together, viewmodel and viewhands, sorry.

Post Merge: December 21, 2013, 09:02:46 pm
Oh also the viewhands I am talking about already exists in the game so I don't think that I have to use asset manager.
Last Edit: December 21, 2013, 09:02:46 pm by Ege115
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As far as i know the only way to make the hands do an animation is through the weapons files. So you'll probably need to create a weaponfile that uses your animation as an idle or raise animation. Then you can create a trigger in radiant and make that give the "weapon" to the player trough the script (so it plays the hands animation) and when the animation is done you take the "weapon" and give his orginal gun back.
You can forget about my first post then, that's to call animations on models (like a forklift moving and lifting stuff or something like that)..

Either way it might be usefull just to look for those tut's on youtube and have a look, i'm sure it'll clear up a lot of questions.

this may sound like a cheap way of making the animation appear, but they actually did the perk drinking animations the same way. If you look in the sp/weapons folder you'll find the 'zombie_perk_bottle_jugg' file. and one for every other perk. You're looking for something similar, so you might be able to use that as a reference..
Last Edit: December 22, 2013, 01:41:57 am by BluntStuffy
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Oh alright then, I did'nt know that.

I am sorry bluntstuffy that I wasted your time with talking to me, about something that would'nt work.
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Dude, you didn't waste my time! NP.
Not like i know all the correct terms and shit..

And i think it could certainly work, like i said use a 'fake weapon' file to make the animation happen.
perhaps there are other ways, i dunno..


 
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