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  1. #1
    MSgt. Shooter Person
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    Feb 2012
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    Default Custom Player Animations in Default Animation Set

    Can they be a way to combine my custom animations with the already default MaleBiped animations? I tried to import a custom animation then all the default animations disappeared. I may need a MaleBiped set to import into Maya 2010 so I can add onto it. Thanks. I also use actor X exporter.

  2. #2
    Redeemer
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    Jan 2004
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    The great Pacific Northwest
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    Default

    This all depends on how your project will be set up.

    1. If you are only making a new character model (that will be selectable just like normal) and you want to use custom animations that will replace existing animation sequences, then you will need to duplicate the base animation set you will use into your own .ukx file (do this by renaming the animation set from the original HumanMaleA, HumanFemaleA, Jugg .ukx etc. file into your .ukx file, but NOT saving the original file to ensure that it will not lose the animation set, it may be a good idea to save a copy of the files first just in case), and then import your .psa file into your .ukx package, overwriting the existing animations with the same name.

    2. If you have a mod project where you will be using your own custom pawn code, then you can simply link your new animation set to your character, and then change the default movement animation sequence names using the LinkSkelAnim function. In my mod I use this method to link several animation sets I've made to my character models since I don't want to combine the animations into a single set.
    "What do you mean it doesn't exist clientside?"
    YARM: where player's Lean, Prone, Mantle, Dash, Crouch Jump, 'Parkour' and slide around all with generic realistic weapons!
    My Generic Mods for UT2K4:
    Yet Another Real-life Mod: Realistic weapons, unoriginal gameplay, w/ cheap CODMW knockoff mutator
    TD Vehicles: HUMV, MI4Hound, Motorcycle, IFAV Jeep, UH-60, MH-53 & AH-6 Helicopters, Abrams Tank

  3. #3
    MSgt. Shooter Person
    Join Date
    Feb 2012
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    72

    Default

    I already have my character finished and the UT 2004 skeleton already assigned. I imported JUST my mesh and then copied the properties "HumanMaleA.MaleBipedA" into my mesh, and linked the mesh and it just shows the normal UT 2004 animations. But the Animation set is empty. Is this normal? I can't merge any animations into it because the set doesn't have a name. I am trying to add an animation to my character called Punch. I import my punching animation into the editor and the animations except "punch" shows, with my new animation set.

    On your number 1 option on how my project will be set up, when you mean "rename the animation set" is this the one in the properties "default animation"? Or the animation set at the top next to the mesh selection combobox (The animation set), because it's empty. Or do you mean I have to literally rename MaleBipedA animation set in *the duplicated* HumanMaleA ukx package?

    And about my punching animation, when it loads it doesn't play. The skeleton doesn't move. Do I have to actually code a punching animation to my character? Plus your number 2 option seems easy so I'll try it out thanks.

  4. #4
    Redeemer
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    Default

    Quote Originally Posted by gruntkiller4000 View Post
    ...Or do you mean I have to literally rename MaleBipedA animation set in *the duplicated* HumanMaleA ukx package?...
    ^ This ("duplicating") specifically, and then import and append your new animation sequences.

    Quote Originally Posted by gruntkiller4000 View Post
    And about my punching animation, when it loads it doesn't play. The skeleton doesn't move. Do I have to actually code a punching animation to my character? Plus your number 2 option seems easy so I'll try it out thanks.
    When do you want the punching animation to play? For pawns, the only way to get a different (not default named) animation to play is to have some other custom code call 'playanim' with that animation sequence name. This could be via built in custom pawn code (which is what I do for my mod's pawns and enemy pawns), a custom weapon (that calls "instigator.playanim('YourPunchAnimSequenceName'); "), or some other actor code.

    The number 2 option is particularly "clean" (and is in fact the way some of the UT3 pawn's have their animation sets assigned at runtime from my understanding) and keeps you from having your animation sets get too large. Apparently it was also used on console UEngine games to load and link only those animations that were going to be used.
    Last edited by meowcat; 04-25-2012 at 08:20 PM.
    "What do you mean it doesn't exist clientside?"
    YARM: where player's Lean, Prone, Mantle, Dash, Crouch Jump, 'Parkour' and slide around all with generic realistic weapons!
    My Generic Mods for UT2K4:
    Yet Another Real-life Mod: Realistic weapons, unoriginal gameplay, w/ cheap CODMW knockoff mutator
    TD Vehicles: HUMV, MI4Hound, Motorcycle, IFAV Jeep, UH-60, MH-53 & AH-6 Helicopters, Abrams Tank

  5. #5

    Default

    Is the problem in the editor or during game play? Have you linked the animation set to the mesh in the Animation Browser before trying to play the animation? (the button looks like part of a chain link) And then save the new package.

  6. #6
    MSgt. Shooter Person
    Join Date
    Feb 2012
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    72

    Default

    The editor. It's when I import my new animations it overwrites the standard animations. I just wanted to merge them. That's all.

  7. #7
    Redeemer
    Join Date
    Jan 2004
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    The great Pacific Northwest
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    Default

    Once you've duplicated the default animation set into your .ukx package you can append the new animation sequences to the animset by selecting the File->"Animation Append" option. In the box that comes up select the "Merge Sequences Into Existing" option. Then, if any of your new animations have the same name as an existing animation sequence you should check the "Overwrite Existing Sequences" checkbox too. See here also.
    "What do you mean it doesn't exist clientside?"
    YARM: where player's Lean, Prone, Mantle, Dash, Crouch Jump, 'Parkour' and slide around all with generic realistic weapons!
    My Generic Mods for UT2K4:
    Yet Another Real-life Mod: Realistic weapons, unoriginal gameplay, w/ cheap CODMW knockoff mutator
    TD Vehicles: HUMV, MI4Hound, Motorcycle, IFAV Jeep, UH-60, MH-53 & AH-6 Helicopters, Abrams Tank

  8. #8
    MSgt. Shooter Person
    Join Date
    Feb 2012
    Posts
    72

    Default

    I'll check that out. If I have any issues I'll post. Thanks!


 

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