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First Person Animations / Dual Weapons

Posted: Sun Feb 27, 2005 11:44 am
by Ermac
Aight, I'm gettin' the hang of FP animations, but I've got 2 questions if someone could help.


1) How do you create a moving animation. I tried once and when I went to export or compile i recieved an error saying that the moving animation needs to be an overlay. How can I correct this?

2) Okay Dual weapons, this is not dual wielding just a single weapon in two parts (or two of the same weapon when you pick it up) How can I create an additional frame gun or create two parts so I can attach one to the left wrist, and one to the right wrist?

I tried to create sub frames underneath frame gun, but that did not help any. I also tried with two frame guns in the FP animation, but only the first one was recognized. Anyone know what to do?

Thanks,

Posted: Sun Mar 06, 2005 7:53 am
by Ermac
I'm bumping this... Is there anyone that has an understanding of FP Animations whose brain I can pick for info :) I haven't worked on stuff too much for a week, but I could use the help on moving animations and stuff.

Thanks.

Posted: Sun Mar 06, 2005 9:19 am
by SunnySharma
overlay=jmo

You know when you select to save as .jma in max? Well, when typing your file name for the animation to be saved as, at the end of it, type in .jmo

JMO=Overlay
JMR=Replacement
JMA=Animation


For Dual Welding, you'll need like a frame right gun, and a frame left gun on the proper guns. Then, link your frame left/right guns to the frame gun, like everything else. Once in Max for animations, link frame right gun to the r wrist, and frame left gun to the l wrist.

Posted: Mon Mar 07, 2005 7:19 am
by Ermac
Oh Okay, I did not know about using the other file extensions. I'll have to see if I can get the moving animation to work now.

What does the actualy 'overlays' first person animation do, out of curiosioty.

I tried creating to sub frames underneath the main 'frame gun' one time, but when I did the wouldn't appear with the first person animation / model, I'll have to play around with it some more.

Posted: Mon Mar 07, 2005 1:58 pm
by SunnySharma
Overlays creates a special "shaking" animation when moving your gun around.

For example, move the AR around in Blood Gulch. (or whatever map). It sort of shakes!

Posted: Tue Mar 08, 2005 10:02 am
by Ermac
Sunny,

I tried saving a moving animation as three different file formats, and none of them did anything noticeable. Any ideas what I might be doing wrong?

I've tried moving the camera, moving everything but the camer, and even moving the arms around like I would for any other animation.

Posted: Tue Mar 08, 2005 11:52 am
by aka Monazite
So you named it 'first-person overlay.jmo'?

Posted: Tue Mar 08, 2005 1:32 pm
by SunnySharma
You have to keep it to it's original name that was in Guerilla.

Posted: Tue Mar 08, 2005 2:05 pm
by Ermac
I called it first-person moving.jmo, Does the moving one need to be saved as first-person overlays.jmo? If so does the overlays fp animation get used for anything else or just moving?

Posted: Tue Mar 08, 2005 2:53 pm
by aka Monazite
If you walk forward in CE, thats a MOVING(WALKING) animation.

If you jump, and try to move to the left or right in mid air, your gun shifts to the side, this is called an OVERLAY.

Just to clear things up

Posted: Tue Mar 08, 2005 4:19 pm
by SunnySharma
Well, heres how you know what to save each one as.

Basically, open the proper .animation tag in Guerilla (lets say Assault Rifle FP).

Now, scroll down. There should be a pull-down menu on the bottom with each seperate animation name, and such. Whatever you select, it should say overlay/replacement/normal or somehting like that, so you know what to save each animation as.

Posted: Tue Mar 08, 2005 6:31 pm
by Ermac
Ah ok, thanks.

Aight don't laugh, I had a type when I tried using the moving.JMO and I never even realized it at the time :oops: , so I have the moving animation working now. :)

I won't be doing the dual wielding just yet, but I'm sure I'll probably have questions about that again, once I reach that point.