BetaKnight
Sergeant Knight
aaw i really was looking forward to that
deadeagle324 said:how do I apply the animations? what if the module i'm using does not have a module_animations.py file I need help please
Artyem said:Whatever happened to the bolt action animations you were talking about some time ago? I'm curious to see what they could look like in Warband.
Gustav - Teuton Knight said:The link is dead!
dejawolf said:Gustav - Teuton Knight said:The link is dead!
long live the link!
RanGer_SLO said:Artyem said:Whatever happened to the bolt action animations you were talking about some time ago? I'm curious to see what they could look like in Warband.
Ah, that. I don't actually have that animation anymore, but I can remake it if you need it.
Artyem said:RanGer_SLO said:Artyem said:Whatever happened to the bolt action animations you were talking about some time ago? I'm curious to see what they could look like in Warband.
Ah, that. I don't actually have that animation anymore, but I can remake it if you need it.
I'd love to see it at least, but you don't have to go through the hassle of remaking it if you don't want to. Unless it's really that easy to make an animation, I've been thinking about getting into it myself, not sure what the best software to start with is though.
RanGer_SLO said:Artyem said:RanGer_SLO said:Artyem said:Whatever happened to the bolt action animations you were talking about some time ago? I'm curious to see what they could look like in Warband.
Ah, that. I don't actually have that animation anymore, but I can remake it if you need it.
I'd love to see it at least, but you don't have to go through the hassle of remaking it if you don't want to. Unless it's really that easy to make an animation, I've been thinking about getting into it myself, not sure what the best software to start with is though.
You can download a free trial of 3ds max and start with that. And if you're a student you can get a free licence. The good thing about animating in max is it has a ****load of tutorials, and it's pretty straight forward. Download a SMD imprter/exporter, import a skeleton, set up some IK chains (dictates how joints move), and just start keying.
OpposingFarce said:Hey everyone. First of all, thank you Ranger for making this.
Unfortunately, I'm having trouble installing with Floris Mod pack. Basically, I've added everything from Ranger's python file in the most recent download to the basic floris one. I also made sure to enable attaching to the left hand. I even have downloaded an OSP for muskets because the attached brown bess one never worked for me.
Basically, I can get the muskets in game, but the animations are wonky. Some of them, at least. Apparently some movement animations work ok. Otherwise my character holds crossbows/muskets in his left hand and with a raised right fist. It's weird.
I'm not sure what I'm missing. I have
-Imported all your animations to Skeleton in the commonres folder.
-Made the appropriate adjustments to module_animations
-Made the change to header_items.py
-Made the changes to the module_items where I copy and pasted your item example to it. Then updating the mesh in Morgh's tools.
-Compiled them (although I have to click through a bunch of "No disk in drive" or some error messages.)
-Put the musket resource .brf into the resource folder, added the name to module.ini for proper loading. Textures, too.
So the mesh and texture load, and clearly some animation changes have been successful because my character is holding it awkwardly in his left hand, but what's wrong?
You mention lining up meshes in your readme but nothing specific on how to do that.
kotofey said:DOWNLOAD HERE:
http://www.gamefront.com/files/20833666/Musket+Animations+Pack+v1.1.rar
it is downloaded as a web page, and there is no archives ...