dw@Posted: Mon Sep 17, 2007 5:50 pm :
Can someone help me with this?

I'm experimenting with custom animations and want to replace default idle bobbing in menu where you select your character. For now using original run.md5anim, just to see what I need to replace etc.
Tried stuff like this in my .def file.
Code:
model model_boxman
{
   inherit            model_player_marine
   mesh            models/characters/boxman/boxman.md5mesh

   anim head         models/characters/player/run.md5anim
   anim af_pose         models/characters/boxman/af_boxman.md5anim
//   anim ik_pose         models/characters/player/run.md5anim
   anim initial         models/characters/player/run.md5anim

   anim idle_loadscreen      models/characters/player/run.md5anim
   anim idle         models/characters/player/run.md5anim
   anim teleport         models/characters/player/run.md5anim
   anim exit         models/characters/player/run.md5anim

   anim cheer         models/characters/player/run.md5anim
   anim salute         models/characters/player/crouch_walk_forward.md5anim
   anim taunt         models/characters/player/crouch_walk_forward.md5anim
   anim grab_a         models/characters/player/crouch_walk_forward.md5anim
   anim grab_b         models/characters/player/crouch_walk_forward.md5anim
}


And guess what... nothing changed.
I'm sure the .def file is being processed and partly works because all gesture anims was replaced, but not the damn idle. Is this some kind of hard-coded feature?



TTK-Bandit@Posted: Tue Sep 18, 2007 1:12 pm :
you need to create a model definition specially for the menu:
check model_player_marine_ui and player_marine_mp_ui

I'm not a 100% sure right now, but it seems like this is only changeable globally for all models, since player_marine_mp_ui is hardcoded.



dw@Posted: Tue Sep 18, 2007 8:51 pm :
Actually I tried it. Doing something wrong or it is simply doesn't work 8(

Process of exporting model to q4 from 3dsmax is a real pain in the ass and pisses me more and more every time I mess with it. Right now I have modeled female character. With feminine body. And naturally it doesn't fit male skeleton.
I have two choices:
- make her a juggernaut by my own hand(tweak the mesh)
- adjust the skeleton that will unpredictably distort the model

Argh :?



dw@Posted: Wed Sep 19, 2007 7:58 pm :
End up with ugly hack.
Put my test animation in models/characters/player/ to override original idle.md5anim.



dw@Posted: Mon Sep 17, 2007 5:50 pm :
Can someone help me with this?

I'm experimenting with custom animations and want to replace default idle bobbing in menu where you select your character. For now using original run.md5anim, just to see what I need to replace etc.
Tried stuff like this in my .def file.
Code:
model model_boxman
{
   inherit            model_player_marine
   mesh            models/characters/boxman/boxman.md5mesh

   anim head         models/characters/player/run.md5anim
   anim af_pose         models/characters/boxman/af_boxman.md5anim
//   anim ik_pose         models/characters/player/run.md5anim
   anim initial         models/characters/player/run.md5anim

   anim idle_loadscreen      models/characters/player/run.md5anim
   anim idle         models/characters/player/run.md5anim
   anim teleport         models/characters/player/run.md5anim
   anim exit         models/characters/player/run.md5anim

   anim cheer         models/characters/player/run.md5anim
   anim salute         models/characters/player/crouch_walk_forward.md5anim
   anim taunt         models/characters/player/crouch_walk_forward.md5anim
   anim grab_a         models/characters/player/crouch_walk_forward.md5anim
   anim grab_b         models/characters/player/crouch_walk_forward.md5anim
}


And guess what... nothing changed.
I'm sure the .def file is being processed and partly works because all gesture anims was replaced, but not the damn idle. Is this some kind of hard-coded feature?



TTK-Bandit@Posted: Tue Sep 18, 2007 1:12 pm :
you need to create a model definition specially for the menu:
check model_player_marine_ui and player_marine_mp_ui

I'm not a 100% sure right now, but it seems like this is only changeable globally for all models, since player_marine_mp_ui is hardcoded.



dw@Posted: Tue Sep 18, 2007 8:51 pm :
Actually I tried it. Doing something wrong or it is simply doesn't work 8(

Process of exporting model to q4 from 3dsmax is a real pain in the ass and pisses me more and more every time I mess with it. Right now I have modeled female character. With feminine body. And naturally it doesn't fit male skeleton.
I have two choices:
- make her a juggernaut by my own hand(tweak the mesh)
- adjust the skeleton that will unpredictably distort the model

Argh :?



dw@Posted: Wed Sep 19, 2007 7:58 pm :
End up with ugly hack.
Put my test animation in models/characters/player/ to override original idle.md5anim.



dw@Posted: Mon Sep 17, 2007 5:50 pm :
Can someone help me with this?

I'm experimenting with custom animations and want to replace default idle bobbing in menu where you select your character. For now using original run.md5anim, just to see what I need to replace etc.
Tried stuff like this in my .def file.
Code:
model model_boxman
{
   inherit            model_player_marine
   mesh            models/characters/boxman/boxman.md5mesh

   anim head         models/characters/player/run.md5anim
   anim af_pose         models/characters/boxman/af_boxman.md5anim
//   anim ik_pose         models/characters/player/run.md5anim
   anim initial         models/characters/player/run.md5anim

   anim idle_loadscreen      models/characters/player/run.md5anim
   anim idle         models/characters/player/run.md5anim
   anim teleport         models/characters/player/run.md5anim
   anim exit         models/characters/player/run.md5anim

   anim cheer         models/characters/player/run.md5anim
   anim salute         models/characters/player/crouch_walk_forward.md5anim
   anim taunt         models/characters/player/crouch_walk_forward.md5anim
   anim grab_a         models/characters/player/crouch_walk_forward.md5anim
   anim grab_b         models/characters/player/crouch_walk_forward.md5anim
}


And guess what... nothing changed.
I'm sure the .def file is being processed and partly works because all gesture anims was replaced, but not the damn idle. Is this some kind of hard-coded feature?



TTK-Bandit@Posted: Tue Sep 18, 2007 1:12 pm :
you need to create a model definition specially for the menu:
check model_player_marine_ui and player_marine_mp_ui

I'm not a 100% sure right now, but it seems like this is only changeable globally for all models, since player_marine_mp_ui is hardcoded.



dw@Posted: Tue Sep 18, 2007 8:51 pm :
Actually I tried it. Doing something wrong or it is simply doesn't work 8(

Process of exporting model to q4 from 3dsmax is a real pain in the ass and pisses me more and more every time I mess with it. Right now I have modeled female character. With feminine body. And naturally it doesn't fit male skeleton.
I have two choices:
- make her a juggernaut by my own hand(tweak the mesh)
- adjust the skeleton that will unpredictably distort the model

Argh :?



dw@Posted: Wed Sep 19, 2007 7:58 pm :
End up with ugly hack.
Put my test animation in models/characters/player/ to override original idle.md5anim.