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Thread: Porting animations from CoD5/CoD4 to CoD2

  1. #11
    Sergeant serthy's Avatar
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    Do I need to change something on the anims (weight-paint/rerig/change joints/rename etc.)?
    Or is it simply a drag'n'drop and export of the anims from other CoD's to CoD2?

  2. #12
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    Quote Originally Posted by serthy View Post
    Do I need to change something on the anims (weight-paint/rerig/change joints/rename etc.)?
    Or is it simply a drag'n'drop and export of the anims from other CoD's to CoD2?
    I'd suggest you watch Tom's video tutorial on it:

    http://tom-bmx.com/downloads/?action=tuts&id=12

    It's quite involved. You have to play around with a lot of settings.

  3. #13
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    Well, so far I've managed to get the model into Maya, bind the joints, and add the .tanim.

    The .tanim seems to be at least somewhat working, as the weapon itself moves with the animation. However, after importing one of the CoD5 viewhands and using the "join weapon to rig" function, the hands do not move with the animation. Anyone got a solution to this?

    Thanks.

  4. #14
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    Now I have both the gun and the skeleton moving according to the animation, but they do not interact. I'll post a video later to show you what I mean.

    EDIT: Uploaded video. Here you go.
    https://www.youtube.com/watch?v=yKYC...ature=youtu.be
    Last edited by the_law; 28th January 2015 at 20:54.

  5. #15
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    php, how did you get your viewhands working? Mine don't seem to bind to the joints properly.

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    Sorry if I may seem impatient by bumping this thread, but does anyone know how to make the weapon "interact" with the hands? That is, the hands themselves move perfectly fine, but the weapon does not move relative to the hands.

    Here's the link again to my problem.
    https://www.youtube.com/watch?v=yKYC...ature=youtu.be

  7. #17
    Assadministrator kung foo man's Avatar
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    Maybe just upload the files you have atm to reproduce the error (probably just the .mb-file)? Otherwise you limit yourself to people who already know pretty sure what the problem is (which might tend against 0) and exclude the people who could give it some minutes to check whats wrong in an interactive try&error session.
    timescale 0.01

  8. #18
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    Here's the link to just the reload animation. I got the same issue with all animations for every weapon I've tried.
    https://www.mediafire.com/?7775oe64i273n11

  9. #19
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    Aha! Finally got the weapon to move with the hands!

    Turns out it was a very simple fix that did it. I just had to remove the name of the imported file from all the joints.

    Here's what I mean: after I import the Barrett M82 into the scene, the joints will be named "viewmodel_law_barrett:joint_name"
    where "viewmodel_law_barrett" is the name of the imported model's file, and "joint_name" is the name of whatever the joint is. So I just had to remove the "viewmodel_law_barrett" and I finally got it working!

  10. The Following User Says Thank You to the_law For This Useful Post:

    kung foo man (8th March 2015)

  11. #20
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    One more thing, though. Currently, I've exported all the Barrett M82 anims to .XANIM_EXPORT files, but I have no idea what settings to use in Asset Manager.

    So far, I've used the same settings for almost every animation:

    looping: NO (set to YES for the idle anim)
    UseBones: NO
    Type: Relative

    When I test it in-game, it all just looks like the default "void" animation, but the console doesn't say anything about missing xanims.

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