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Adding new traverses with anims

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Created 12 years ago
by Harry Bo21
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Ok, so when I asked about changing traverses before I was told I would need the anims and animtrees to go with

So, looking through the black ops 2 tanims ive found a bunch. So I have a couple of questions

1. When I export the anims from maya, what do i export. Do I just select all of "joints" - then select hierarchy? Or is it more specific like with guns?

2. How do I make the anim tree? Ive looked at others, I dont get it. From what I can tell yo only need to define the anim there?

3. Is that all there is too it?
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not sure about the tanim part but like for the "jump over gap" transverse in _prefabs. all I did was enter the prefab, see what animation it used and added it to my mod.csv. and it works.

Im guessing export that tanim, and modify one of the transverse prefabs by replacing the anim it uses in radiant

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For new zombie anims I thought it just needed joints and a reference mesh in asset manager.

//at the top of a script
#using_animtree ("myanimtree");
//make this file RAW/animtree/myanimtree.atr
//add to mapname_ patch.csv
rawfile,animtrees/myanimtree.atr
Anims are 1 per line

For zombies I think u would probably add the anim to generic_human.atr so you dont have to switch animtrees.

 
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